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OnLive - threat to all gaming hardware

To do this right at full res you will need approx 8Gb/min (based on the raw uncompressed output of Fraps at only 30fps, which uses about 1GB/min).
Of course maybe they are offering 320x240 4 colour 12fps.

No, they're going to use lossy compression to make the picture small enough to feasibly transfer in a short time period.

Oh yay, quality loss. We all love that, right? Yay cloud computing technology!
 
Typically, The UK is probably one of the best places for a service like this since a single decently positioned datacenter could cover the whole country at <15ms pings.

It's the input lag i'm mostly concerned about, video quality can likely be improved, and will be fine for the target market.

Bandwidth is definitely a concern though, 5Mb constantly is going to eat up peak time bandwidth like mad - they are really going to have to negotiate deals with the major ISPs. You'd barely get half an hours gaming in on Virgin 10Mb before getting capped to a below playable bandwidth.
 
Yeah, i can just see it now.

"If you want to game at a higher resolution then you will need to purchase this 'OnLive v2 ultra gold ultimate edition chip'".

I also like in the article he is reported as saying

He said the OnLive experience was almost as good as sitting in front of a console and playing a game.

Even the founder doesn't sound to confident.
 
Its not about making things better, but purely a get rich scheme.
This.

And how about the following quote from the creator on the bbc:
"The algorithm is not perfect. You will sometimes see little artefacts on the screen "
Steve Perlman, OnLive

http://news.bbc.co.uk/1/hi/technology/7976206.stm

How on earth this guy wasted 7 years of his life on this is staggering and the only reason Nvidia said earlier they could back this is purely to get the contract to supply the cards for the server farm as at the very least it blocks ATI from doing so. Off record NV know this cannot possible work at all but no point them saying so unless they lose the contract.

Now can someone please lock this thread as its generating publicity for something which is quite frankly a total waste of bandwidth.
 
No, they're going to use lossy compression to make the picture small enough to feasibly transfer in a short time period.

Oh yay, quality loss. We all love that, right? Yay cloud computing technology!



So you just need a machine fast enough to decode 60 jpgs a second. Big hardware saving there.
LOL


Snake Oil, Get your Snake Oil here, rattler and viper, good for what ails ye.

If the guy thinks the world is going to hang up their PC's and consoles for this he needs brain surgery.
And after I replace my PC with this.......will they run Cubase for me too?
 
I've often thought about why this kind of tech isn't all ready around so when I heard of this I was pretty gob smacked. Every bit of research suggest that these guys are a bunch of cowboys but I hope there not cause if this is for real and it takes off then it'll change the world, the implications of this are massive!

Scenarios:

#1 April fools!!!

#2 This is the real deal, years of 'stealth development' have payed off making this one of the biggest technological improvements in years. But even so with all of the mind boggling factors against it, this should cost the earth.

#4 This is the real deal but theres a fair bit of fibbing involved. Like when you see a game being advertised with jaw dropping cgi but when you play it for real it looks like pac man.
 
This tech IS already around - take a look at things like streammygame.com...

onlive could work quite well for a limited number of games where lack of clientside prediction and input latency isn't big issues, especially games where the scenes are suited to compression i.e. large areas of similiar color.

Its not going to work well for twitch shooters and other fast paced games which make up a large share of the market.
 
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