Overall, I still think that OnLive is a product born too ahead of time; we just simply don't have that hight quality Internet to support it.
Overall, I still think that OnLive is a product born too ahead of time; we just simply don't have that hight quality Internet to support it.
The way OnLive is cheaper is that it smoothes the usage curve by allowing people in different places, different time-zones to play on the same server. Once the utilization rate up, it is a scalable business.
In your "dorm room" scenario, I fail to see any advantages in server utilization perspective.
Well, look a little harder, bub. I'm talking about installing one to share amongst an entire highrise. :) A mini-datacenter if you will. Each city could have one out in the burbs.
I don't know the mechanics of how it was arranged. They charged only an "access fee" and not per game, so perhaps it was a shared emulator / arcade style machine?
I'm surprised hotels haven't moved much past N64, which even the ones that have it are using emulation (I am suspect of this claim myself, but confident enough to post it). ---Actually I think I've seen at least NGC available from hotels. (Both thru the CATV & ordering system.)
Edit (Yay, I thought my comment had baked set already!): LodgeNet used their hotel PPV delivery systems for game rentals on demand, and they were run on console hardware, with the video piped over the CATV channel dedicated to that room. I have no evidence to support this, it was a PITA to search.
I got hung up on http://en.wikipedia.org/wiki/Nintendo_M82 , Which I knew wasn't the FAMICONBOX I was thinking of. http://web.archive.org/web/20071011234713/assembler.roarvgm....
My point is lost to me.
Edit2 (It's late): Anyways, I shouldn't have jumped so aggressively about your claim of no HDD & delivery, Since I also would like to see console aggregation.
What is with this crazy negativity around OnLive? I thought you guys liked new things -- don't be a hater!
The OnLive uses a crazy proprietary algorithm to get a ton of juice out of your line. The guy working on it is one of the most brilliant engineers I know.
Because it sounds utterly impossible given the laws of physics. Which just means I'll be even more impressed if it actually works.
If I am playing a FPS game, and someone shoots a bullet, that takes 30ms to get from his computer to the game server. Then its another 30ms to get from the game server to the onlive server. Then its ??? 5ms ??? to get processed and converted to video. Then its 30ms to get sent from onlive to your desktop.
So thats 95ms as a best case scenario. More than likely, it would be closer to 200-250ms most of the time.
And that is under absolute ideal conditions. I remember I frequently got a ping of 50-80 when I played TF2- It was quite rare to get near 30.
Also, just thought I would mention that the frame rate has nothing to do with the latency. You can have 200 FPS and still be playing 10 seconds delayed. Detail definition != Good latency.