New tech could make consoles obsolete
videogames.yahoo.com
videogames.yahoo.com
As I understand it, piracy is essentially the reason PC gaming is dead now.
Yeah billions of dollars dead.
from 2007: "The biggest gaming platform last year was the PC. Why? Online revenue alone exceeded 7 billion USD in 2007. As well, DFC predicts total PC gaming revenue to top 19 billion by 2013"
from 2008 14% plummet in PC game sales, cause why, cause of MMO's and Steam we buy online and not retail. http://www.examiner.com/x-892-PC-Game-Examiner~y2009m1d19-PC...
You use the cloud as your distributed-renderer, instead of relying on a single desktop, and send finished frames to the client. Maybe you do some compositing on the client.
The graphics and AI for games designed around this approach's limitations could be incredible.
http://www.shacknews.com/onearticle.x/57855
The bottom line: the compression algorithm needs some work, and latency, even with GDC's optimal setup, is noticeable.
Sounds like the service is still a few years ahead of its time.
At the theoretical speed of light, once around the equator is 2 frames of lag for a 30 FPS game (which most console games are these days).
Back when there was the whole graphics card benchmark wars going on, driver writers were buffering commands for two or three extra frames to prevent pipeline stalls. This would allow the game to achieve a higher frame rate, but introduced as little as 30 ms of input lag that hardcore players complained about.
So it's certainly physically possible.
http://gdc.gamespot.com/video/6206692/
It's actually pretty impressive, they do show actual stuff (for example high-details Crysis multiplayer with one player on set-top box and another one using browser plugin on low-end notebook).
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About latency: I was also very skeptical, but in principle it could be doable if they would deploy servers also locally (it can make economical sense for dense urban areas). Google already does this.
I tried to ping around to check latency limits: even across Atlantic I could get to around 30 FPS roundtrip. For servers that were few hundred kilometers away it was ~100 FPS and for my ISP it's ~1000 FPS.
With current gaming systems, everyone's computer/console is rendering a version of the game with all known info. As a player acts, that info is sent to the server and distributed to other participants. If one user is experiencing (or intentionally causing) latency with this exchange of data, there can be what amounts to a "collision" in the state of the game. These problems are solved in various ways (i.e. jumping locations) that affect game play.
In this system, there is one central computer that is managing all happenings in the game and rendering out a unique view for each player. There will be no "collisions" of conflicting information because there are not multiple entities creating and modifying game actions.
I imagine any lag would primarily be experienced as your character responding to your actions in a delayed manner or a drop of video signal. Both would definitely inhibit game play, but they should ONLY be apparent to the user experiencing the lag. A lagged user would just be a sitting duck for any other player, but not change the game play for anyone else. THAT would be a huge improvement.
There's no way in hell this thing is going to play FPSs. Think "Bejeweled". With no animations, or very choppy ones.
It's a terrible, terrible design suited solely for extracting investment money from credulous investors. If you are a credulous investor doing due diligence on this product and you've encountered this message, if they're promising anything other than casual, graphically-unimpressive games, this is your cue to run.
Right now, even with broadband internet connections, players consistently experience game-ruining latency, and that is sending magnitudes less information.
I seriously doubt that OnLive could work in the U.S.; the broadband infrastructure just isn't there yet. Korea and Japan, on the other hand? Sign me up!
Idk about other people but I really do like tangible objects like discs or even things stored on a harddrive not a thinclient experience. Another thing is if this actually becomes big one wonders how much the quality would degrade as servers would be gaining load and losing performance, so would play quality go out the window at peak periods of the day, something you don't see with the current system in place with consoles even in multiplayer games.
You mean like a console?...
"OnLive also includes some features you might associate more with your DVR than with a gaming console, including a Replay feature that lets you save the last ten seconds of your gameplay, and send it to your friends."
Only the last 10 seconds? That's nearly useless. First, 10 seconds is really short. Second, you might not want to interrupt your gameplay immediately after accomplishing some feat.
They are also offering a browser plugin for your PC or Mac so you don't need their box. The box is only required if you want to use your TV and not your computer.
Cloud mania appears to have obscured the fact that personal computing power continues to grow. We are currently in a momentary I/O bobble that will resolve itself in a year or two with solid state drives (which, by their fast pace of development, seem eager to catch up to all the other components of the computer), leaving only multicore to deal with, which putting this sort of thing in the cloud can hardly ignore either.
By the time this thing comes out, the box + one year of service will almost certainly cost more than an XBox 360, and will probably be going head-to-head with the "Playstation 4" or the "XBox 720" with what is now the current gen readily available for $50. The PS4/XBox360 will probably be bragging about pushing 120Hz of 1080P with surround sound.
My minor complaint is that this just won't work on a consumer grade network, full stop. It will take years to make the deals with Comcast and everyone to get the necessary QoS that this would take. Nobody is streaming video out in real time over the internet. "Real time" here doesn't mean "real time minus two seconds" or "streaming a video while permitting a 5 minute pre-buffer", "real time" means a solid, uninterrupted stream of data with no more than a handful of frames of latency, where the slightest network bobble means your game freezes solid.
Fat chance.
Of course, I assume that the monthly subscription fees could cover it, or perhaps a pay-per-drink model, but I wonder what will happen to the up-front costs.
From the article it sounds like the were able to play an FPS like Crysis just fine. FPS seems to be the gold standard, if you can run an FPS you can play any other type of game because they don't have the same type of split second reaction times.
It definitely sounds like an interesting system to try. I can't see how they could possibly stream HD content fast enough to make an FPS playable - but maybe that only works on a fiber connection.
Not to mention the huge variety of brokenness that happens with PCs, which they're going to have to deal with (they have a client for Windows/OS X as well as the set top box).
To be honest, I would be amazed if latency didn't kill this project. Or turn it into a puzzle game platform.
You're not talking about the same kind of latency problem that these guys face.
It seems that this service is sending the player's input to the server, and sending back compressed rendered frames of video. So, the soonest you can see any of your actions is the round-trip time.
Current FPS's do a tremendous amount of simulation on the client. Only state information is sent back and forth, and not everything is even in lock-step with the server. It's a completely different architechture.
It was most likely too early to be a significant competitor to consoles.
(I know that doesn't sound like much, but for games that involve fast action- from starcraft to quake- it's a lot...)