OnLive Launches Today

Definitely matters. Once bandwidth hits a critical threshhold (say 4Mb for streaming) any more makes zero difference.
 
Does it really matter what the hopcount is though (obviously aslong as it doesn't reach it's limit) if bandwidth is increased enough.

Bandwidth is how much data you can send or receive at one time. Hop count is how many steps it takes to reach the destination.

On a simple level imagine between your PC and the Server at onLive's end there is 15 different routers (Your ISP routers, onLive routers etc.) and each one takes 2ms to traverse that is 30ms for your button press to reach the server that is playing the game. Then some time for that to be sent back to you as a video (onLive just transmit video of a game being played at their end).

You could reduce the amount of hops (by more efficient peering) and that would help. Lets say hypothetically onLive installed multiple server farms in local locations or at your ISPs premises the data would have to travel less hops, which could reduce the lag.

Having said that systems like Move/Kinect seem to be having lag of up to 200ms and most people do not care that much. I guess it may be similar with Wii and people tolerate that. All depends on the type of game tbh.

Definitely matters. Once bandwidth hits a critical threshhold (say 4Mb for streaming) any more makes zero difference.
FYI onLive state 1.5MB for SD streaming/gameplay and 5MB for HD streaming/gameplay.


rp2000
 
Ta, pretty much what I expected then :)

You need to factor in processing time and traffic (packet switching) in latency calculations.

Obviously anyone playing on an iPad isn't going to care at all about latency though, so it should work fine on that platform. My comment is more aimed at "Is this the future of gaming" style arguments.
 
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So is there anyway, that this could be improved then? Obviously cutting down the hop counts is near damn impossible.
 
No, but for a lot of games (non-competitive/reaction/twitch) it should be ok.

You'll be hard pushed to ever get less than 35-40ms RTT between pressing a key and getting the processed responce back.
 
People who don't know any better wouldn't notice even maybe 200ms latency to begin with... tho a lot of people complained about games like killzone that had 130ms latency on input.

Hardcore gamers are going to find anything above 20-30ms latency off putting*... and as people become more used to the service and get better at games that require precise input such as fps and racing games they will start to notice input latency more - even your average joe will eventually come to the point where they find anything over ~75ms sluggish.


* Remeber with traditional online multiplayer games the client uses prediction to hide the latency from you - this simply isn't possible with a streaming video.
 
People who don't know any better wouldn't notice even maybe 200ms latency to begin with... tho a lot of people complained about games like killzone that had 130ms latency on input.

Hardcore gamers are going to find anything above 20-30ms latency off putting*... and as people become more used to the service and get better at games that require precise input such as fps and racing games they will start to notice input latency more - even your average joe will eventually come to the point where they find anything over ~75ms sluggish.


* Remeber with traditional online multiplayer games the client uses prediction to hide the latency from you - this simply isn't possible with a streaming video.

It's also nothing like network latency, where you generally still move fluidly but your aim is off.
 
Whilst there are many issues with this service, US only, no wireless connection, only 720p, games aren't actually maxed out and do look blurry, privacy concerns ladedadadda

I think the biggest problem and the reason it may fail is that the bandwidth is massive, most people run at over 720p now, a fair amount of us run 1080p so in that aspect they are all ready behind (most users will be using a t.v or monitor). A streaming of 720p for 1 hour, works out at something like 1.3GB alone, now I'm limited to 20GB (I can go over) so it means I can barely get 15~ hours of gaming a month at a sub par resolution :o Even for ISP's supplying unlimited 720p will strain their resources and lead to throttling meaning they won't be able to use the service becuase of insufficient bandwidth due to throttling (virgin users would suffer horribly).

And think about when it goes live in the UK maybe a few years from now, everybody will want 1080p as it will be the standard but it will require a 12megabit connection or maybe higher. For a start not a lot of people can get that and even in a few years won't have those speeds but think about the bandwidth for that an hour your looking at 3GB for 1 hour of gaming. That will strain resources a lot and lead to some throttling I'd think.

Most people already use a lot of bandwidth a month for general internet use and downloads whether limited or unlimited, adding on top 3GB for every hour of gaming would really push ISP's to the limit (if it caught on).

Playing on portable devices even though running on a lower resolution would also cause some trouble in regards to bandwidth me thinks.

Forgetting all the other problems I think this is its major flaw and will ultimately lead to disappointing uptake.
 
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Let me guess, you have no Apple ipad/ipod/iphone so immediately react negatively to it? Do you only ever have good things to say about products you own/can afford?


rp2000

I agree though, the conrtol layout does seem really poor but it's a tech demo at heart so it's not really being marketed or out of design phase yet. I could see it working for indie platforms but I would get really annoyed at playing games like borderlands with the lag taken into account from controlling on screen.
 
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