The input and video latency makes it impractical for all but the slowest-paced of games.
The input and video latency makes it impractical for all but the slowest-paced of games.
I can send an IP packet to Europe faster than I can send a pixel to the screen. How f’d up is that?
From: http://superuser.com/questions/419070/transatlantic-ping-fas...
There is user-side latency and there is server-side latency. In multi-player games it may be preferable to have less latency within the game between players than in the players' view of the game.
I've spent several playing first person shooters and it's easy to forget you're not playing locally.
Games on OnLive lack the above features and you also have input lag, where, for example, a camera movement with the mouse will take the full network RTT plus processing time to reflect on the client's screen.
[1] http://web.cs.wpi.edu/~claypool/courses/4513-B03/papers/game...
I haven't played the OnLive stuff so I'm not sure what it's like, but with a decent connection I'm guessing it's something that your brain just ends up dealing with. Although if it's anything like using RDC for a long period of time I can see it getting annoying.
Sure it would be a "waste" of compute power and network, but that's certainly one way to, in a sense, "push data across distances faster than the speed of light". That's exactly the kind of approach which would be unimaginable in a scenario where you have to worry about compressing media in order to get a single stream across in a timely manner (read: now), but might actually fall within the realm of possibility when gigabit bandwidth is ubiquitous.
I'm not saying that's catastrophic, but I think the impossibility of cheating is one of OnLives clear advantages. Sure you can write a bot, but it will only have access to the same information a human player does.
And frankly, a $500 computer today can already display quite good graphics. Maybe by the time gigabit bandwidth is ubiquitous, computers will be usable enough that installing and running a game locally will be as seamless as clicking a link on a web page, so we won't need cloud gaming amymore.
Ok, how is that possible? I genuinely am curious about the science. Feel free to provide links.
Heck, you don't even need to play the game yourself. Send Google a copy of your brain too, and they will simulate the encounter in their servers and insert the memory in your brain when they're done. EVERYTHING can run in the cloud!
The "faster than light" approach is: 1) OnLive renders several frames that could be the outcome of all the possible actions by the user, and sends all of them to the user. 2) User chooses the next action. 3) The frame is already available and is rendered ASAP. 4) The action is sent to OnLive. 5) Repeat.
It is of course not actually faster than light, but it's faster than the time required to send light to OnLive and back. Although, if you're going to this trouble, you may as well just render the frames locally and not bother with OnLive at all... :-S