OnLive Catch-All

Lord of the Down-Underworld
Donator V4.0
AP Erebus's picture
Location: Australia

This seems completely unfeasible...

via IGN (quoting some of their article)

Quote:
Before I dive into what OnLive is and how it works, let me start by saying that you should read every word of this article as this service has the potential to completely change the way games are played. If it works and gets proper support from both publishers and gamers, you may never need a high-end PC to play the latest games, or perhaps even ever buy a console again. That is not an exaggeration.

Just announced at this year's GDC, OnLive is an on-demand gaming service. It's essentially the gaming version of cloud computing - everything is computed, rendered and housed online. In its simplest description, your controller inputs are uploaded, a high-end server takes your inputs and plays the game, and then a video stream of the output is sent back to your computer. Think of it as something like Youtube or Hulu for games.

The service works with pretty much any Windows or Mac machine as a small browser plug-in. Optionally, you will also be able to purchase a small device, called the OnLive MicroConsole, that you can hook directly into your TV via HDMI, though if your computer supports video output to your TV, you can just do it that way instead. Of course, you can also just play on your computer's display if you don't want to pipe it out to your living room set.

When you load up the service and choose a game to play (I'll come back to the service's out-of-games features in a bit), it starts immediately. The game is housed and played on one of OnLive's servers, so there's never anything to download. Using an appropriate input device, be it a controller or mouse and keyboard, you'll then play the game as you would if it were installed on your local machine. Your inputs are read by the plugin (or the standalone device if you choose to go that route) and uploaded to the server. The server then plays the game just like it would if you were sitting at the machine, except that instead of outputting the video to a display, it gets compressed and streamed to your computer where you can see the action. Rinse and repeat 60 times per second.

To make this happen, OnLive has worked diligently to overcome lag issues. The first step in this was creating a video compression algorithm that was as quick as possible. The current solution only introduces one millisecond of lag to encode the video, which alone is completely unnoticeable to you. Obviously, a fast internet connection is required on your end to stream the gameplay video. A 1.5 mbps connection (which is usually what base-level DSL is rated at) is required for standard-definition video (480p), while a 5.0 mbps connection is required for HD (720p). The actual necessary speed is a tad less than advertised, so as long as your provider says you have these speeds, you should be OK.

rest of the article is here: http://au.pc.ign.com/articles/965/965535p1.html

So to me, this seems WAY too pie in the sky... Really only viable in the US or places where a decent internet connection is more common place. I just wonder how great it really is...

XBL | Steam

Shoal07 wrote:

I don't think removing his vagina will help his lungs...

Du mußt Amboß oder Hammer sein
Donator V7.0
BadMojo's picture
Location: The Grid

I would say this is more like pie-in-the-outer-space. The bandwidth for human interaction with a game is still far more bandwidth than the data for your smart client to render it. I'm not a real console fan, but I'll admit that everyone playing on a console is far more likely than someone having the power to render my game in HD and stream it to me ... much less being able to handle my input to it and get it back to me so fast that I don't feel controller lag.

Quintin_Stone wrote:

The video message is from a gray tabby cat wearing a tiny dollhouse on its head as a hat. ... We try to tell them not to land, because of the dinosaurs, but our message isn't getting through.

All your sietch are belong to us
Donator V6.0
Fedaykin98's picture
Location: Houston, TX

Didn't Sega do this back in the 80s or something? Are we sure this is that big of a deal?

Quote:

I plan to have Logan sit in for me when I am on my honeymoon.

- Legion, keeping it frighteningly in the family.
---
The littlest fremen.

Will you please stop screaming
Donator V3.0
MrDeVil909's picture
Location: Durban, South Africa. Where the sun meets the sea.

The bandwidth on a graphics card will never be able to be replaced by online bandwidth, latencies and constrictions are far too high, unless they figure out how to send signals faster than light.

Steam~Twitter~Raptr~B.Net
Mystic Violet wrote:

No way. The ass of War trumps all others.

Here to save you all
Donator V8.0
TheGameguru's picture
Location: Pistolvania

I think certain games could probably do this... but yeah I'm struggling trying to imagine games like Gears of War doing this with reasonable latency. But still I'd be interested to see it in action.. I wonder if they will be at E3 this year?

Aint nothing new about the world order..it's been playing since the day they put George Washington on a quarter

85's face the truth you're too dumb.

Baron Münchhausen
Donator V4.0
rabbit's picture
Location: The Basement

If it's literally "anything goes, because we're transmitting nothing but pixels" I think this is essentially impossible, just for the input lag. Sure, you could play something non-twitch, but you're not going to play Halo3 multiplayer. No matter how fast they get the compression, it's just an extra round trip. Every input of mine will, by definition, incur it's 100ms lag before I can see it. While this lag can be compensated for with good netcode in a MP game, I don't see how you get over the lag for LOCAL input control, which is very different.

Ill suspend my disbelief though.

Last.fm | Twitter

"Publishers still speak in hushed tones about el bunny de la muerte." - *Legion*

Here to save you all
Donator V8.0
TheGameguru's picture
Location: Pistolvania

rabbit wrote:
If it's literally "anything goes, because we're transmitting nothing but pixels" I think this is essentially impossible, just for the input lag. Sure, you could play something non-twitch, but you're not going to play Halo3 multiplayer. No matter how fast they get the compression, it's just an extra round trip. Every input of mine will, by definition, incur it's 100ms lag before I can see it. While this lag can be compensated for with good netcode in a MP game, I don't see how you get over the lag for LOCAL input control, which is very different.

Ill suspend my disbelief though.

Well.. I thought about this some.. as long as they "delay" the screen response based on your button response.. you can "fool" the client into showing a sync'd response (you'll have a tiny lag..but it might be so tiny you wouldnt even notice it).

Hmm.. this product actually looks really close to something we looked at 2 years ago at Showtime of all places.. I wonder if its the same people and they either got spun out or bought themselves out of Showtime. I'll have to do some digging around.

Aint nothing new about the world order..it's been playing since the day they put George Washington on a quarter

85's face the truth you're too dumb.

Du mußt Amboß oder Hammer sein
Donator V7.0
BadMojo's picture
Location: The Grid

TheGameguru wrote:

Well.. I thought about this some.. as long as they "delay" the screen response based on your button response.. you can "fool" the client into showing a sync'd response

This would just mean longer delays. They would have to send the image before they knew what you were going to do in order to make it seem like there was no delay.

Unless your implying they only host games where you provide some kind of input and expect a 30 second delay.

Quintin_Stone wrote:

The video message is from a gray tabby cat wearing a tiny dollhouse on its head as a hat. ... We try to tell them not to land, because of the dinosaurs, but our message isn't getting through.

Will you please stop screaming
Donator V3.0
MrDeVil909's picture
Location: Durban, South Africa. Where the sun meets the sea.

BadMojo wrote:
TheGameguru wrote:

Well.. I thought about this some.. as long as they "delay" the screen response based on your button response.. you can "fool" the client into showing a sync'd response

This would just mean longer delays. They would have to send the image before they knew what you were going to do in order to make it seem like there was no delay.

Unless they throw every possible action down your connection simultaneously (e.g. Go left, go right, jump) and then only show the appropriate one at the client. But imagine the bandwidth then. O.O

Steam~Twitter~Raptr~B.Net
Mystic Violet wrote:

No way. The ass of War trumps all others.

Du mußt Amboß oder Hammer sein
Donator V7.0
BadMojo's picture
Location: The Grid

I think they should take this idea a little farther. Build in a graphics renderer on the device, and a hard drive, and let it run the game code. Then the server can just ship the data. It also opens up the idea of being able to play games locally when there is limited or no network activity.

That would be a winning idea. Too bad no one ever listens to me.

Quintin_Stone wrote:

The video message is from a gray tabby cat wearing a tiny dollhouse on its head as a hat. ... We try to tell them not to land, because of the dinosaurs, but our message isn't getting through.

Greenwich Mean Gamer
Donator
1Dgaf's picture

BadMojo wrote:
I think they should take this idea a little farther. Build in a graphics renderer on the device, and a hard drive, and let it run the game code. Then the server can just ship the data. It also opens up the idea of being able to play games locally when there is limited or no network activity.

That would be a winning idea. Too bad no one ever listens to me.

Wouldn't they have to then have different versions of their micro usb box thing? I think this is quite interesting, but I do wonder if it's a move to get someone to buy them out or licence them. Just waving a threat round in the air.

This Will Be A Hard One
Donator
nossid's picture
Location: Sweden

Playing current-gen games by rendering server side? It was funny when I first heard someone doing a project like that a couple of years ago and it's still funny.

Let me know when they show the server farm that's supposed to run it on a production scale level.

Not Without Incident
Donator V6.0
Quintin_Stone's picture
Location: Cary, NC

Worst lag ever.

Certis wrote:

Quintin is both smart and attractive.

Fedaykin98 wrote:
Good lord, I wouldn't have expected brilliance like that from that nemeslut Quintin Stone!

<+katisu> Q-Stone is an internet genius

Next Step: Bailing Wire
Donator V3.0
WizKid's picture
Location: Utah

I can't see how they would over come the lag issue.

iTumor
Donator V5.0
Dysplastic's picture
Location: Ottawa, Ontario

I don't get it. Lag and all that notwithstanding, if I wanted to have the equivalent experience that I'm getting right now on my PC with this service, wouldn't there have to be a PC somewhere in serverland with the same guts as my current PC? I get that I would essentially be "renting time" on that PC, but I'm not sure where the enormous amounts of cost savings come in, since they'll have to be running tons of high end PC's/consoles along with the bandwitdh.

Steam: Dysplastic

Coffee Grinder
Location: Wisconsin

On one hand, streaming movies are getting much more popular and hosting servers/game processors throughout the world could reduce lag times; on the other hand, anyone really into hardcore PC gaming wouldn't want to risk ANY lag.

If the technology works for the majority of players/games, then I could picture a digital distributor being interested. Imagine if Steam offered some of its games through such a system.

"If anyone young is reading this, go, right this minute, put on a bikini, and don't take it off until you're thirty-four." - Nora Ephron

Du mußt Amboß oder Hammer sein
Donator V7.0
BadMojo's picture
Location: The Grid

mancow wrote:
On one hand, streaming movies are getting much more popular and hosting servers/game processors throughout the world could reduce lag times; on the other hand, anyone really into hardcore PC gaming wouldn't want to risk ANY lag.

Some lag where an enemy isn't where you thought it was, or maybe you didn't quite make that jump across the chasm, these are things people can live with. But even the most casual or accepting gamer won't tolerate their entire experience being lagged. Imagine playing Quake where you move the mouse to the right with mouse look and it takes two or three seconds for the view to pan.

I worked in a test lab for a large company, and we often had pressure to facilitate remote testing. Even though we were not doing anything complex with the applications we were testing, many testers hated doing any work remotely. Even under ideal circumstances, the latency (due to the limits of the speed of light and all the switches getting their hands on the packets) was bad enough to make doing even basic tasks seem really painful. Waiting for a mouse pointer to catch up even under 75ms of latency was painful for them.

This is, of course, due to expectations. People expect things to work a certain way and to get feedback instantly. This is why having a little lag in an online game is tolerable. Because even when it happens, your feedback from what you do, and see instantly on your screen, is all working like you expect.

Quintin_Stone wrote:

The video message is from a gray tabby cat wearing a tiny dollhouse on its head as a hat. ... We try to tell them not to land, because of the dinosaurs, but our message isn't getting through.

Here to save you all
Donator V8.0
TheGameguru's picture
Location: Pistolvania

Unless this is just another giant scam like the Phantom I gotta think they figured out some method to at least compensate for latency and delivery a relatively smooth experience.

Aint nothing new about the world order..it's been playing since the day they put George Washington on a quarter

85's face the truth you're too dumb.

Office Jester
Donator V7.0
ColdForged's picture
Location: Cary, NC

I don't buy it, except for something like Peggle, or trivia and card games. Unfortunately you simply cannot defeat the laws of physics so unless they stage their servers in every neighborhood across the country there's simply no way around input lag of dozens to hundreds of milliseconds. That might work for things like Killzone 2 -- doh! I went there... -- but for the kinds of games they appear to be targeting which are high-end, rig-crushing FPS games, I just don't see it.

"THE HELL ASS BALLS." - Prederick, expressing frustration in the time-honored way.

coldforged.org :: Stay fit, Dad!

Greenwich Mean Gamer
Donator
1Dgaf's picture

AFAIK they plan of having multiple server farms, going for a service within a 1k mile radius. Plonk a server in a city and you're sorted.

fired
Lard's picture
Location: Canada

This is nothing but another Phantom.

It will be riddled with every kind of DRM you can think of.

Once publishers have control over distribution, like this machine, they will be able to charge whatever they want - expect $60 DLC games.

This kind of thing is only being promoted, partially, to kill piracy, and largely to kill the used game market.

The video quality will be rubbish.

There will be considerable lag.

There will be issues due to the monthly bandwidth limits that most ISPs have in place.

There will be situations where all of their render machines are filled up, and users will have to wait in line to be able to play a game.

This company will be out of business within three years.

I avoid online multiplayer because my brain still works.

This Will Be A Hard One
Donator
nossid's picture
Location: Sweden

RPS linked a video of an interview with the CEO.

This is the only interesting part, at the end:

Steve Perlman wrote:
You are quite correct. If we had a significant amount of lag it would be unusable. So we had to develop a new technology that'll allow the game to run, a lot of the game to run, in a server center. And then really to send tiny pieces of the game, down through your DSL or cable modem connection very, very rapidly with no lag. So essentially what happens when you hit a button on your controller or keyboard, it goes up through the internet to our server center, the game will figure out the next frame and then it zips back down. And your computer screen, or your TV screen, updates so fast that perceptionally it's like if the game is running right there. It's really, really cool. It's a brand new technology and took seven years to get it to where it is.

Hot damn. I smell a Nobel prize in Physics, or a VC scam. It's either or really.

Cabbot Patch Kid
Donator V4.0
Thin_J's picture
Location: Riding my invisible bike.

I vote scam until I hear reports on actual use of actual product from people who have no reason to lie about their experience.

XBLive: Thin J | PSN: Thin_J | Battle.net: ThinJ.284
You know stuff. - MannishBoy

Wiener Bombardier
Donator V6.0
Podunk's picture
Location: The People's Republic of Goodge

Well, EA, Ubisoft and Take 2 have apparently signed on, so there must be something to it.

Lard wrote:
It will be riddled with every kind of DRM you can think of.

No need for DRM if almost all of the game is running server side.

That said, I tend to agree with Costikyan's take on it:

Quote:
I've seen any number of pitches for services where, say, graphics are rendered remotely and then dispatched to the user; this makes no sense, and never will. Why not have the client do that processing? And the bandwidth costs of streaming high quality interactive video to clients is extremely non-trivial; let the client do the rendering.

Moreover, how stupid are customers? Won't they realize that they reason they require Internet access to play your game, and can't play it offline, and can't own the executable outright, even though this is a wholly single-player experience that by no stretch of the imagination requires Internet access, is purely so you can make sure they're paying you?

Not A Girl
Donator V2.0
kuddles's picture
Location: Ottawa, Ontario, Canada

Even if their technology is as impressive as claimed, I remain highly skeptical of how efficient it will end up being. ISP's are all differently complicated, not to mention that many of them are instituting new types of bandwidth restrictions all the time. I can imagine a bunch of rough edges to work out. Imagine not being able to play any of your games for an entire weekend because a server room in Rochester is over capacity. Even if it worked flawlessly, I think it won't be a hardcore gamer thing anyways since I guarantee you it won't be able to handle the typical widescreen monitor resolution, at least at launch.

Also, I would definetely wait for a while. From what I understand from the various articles (most of which sound like re-written PR), you pay an annual fee, and then you buy/rent games from the service. It's already an uphill battle convincing the average gamer to spend $50 on a game off something like Steam where you don't get the physical box, but at least then there is the ability to save back-up files and the potential of a crack should Valve dissapear. Imagine how comfortable you would feel spending $50 for a game that only exists off of a server and dissapears once this start-up company that spent 7 years on R&D potentially goes out of business, or even if you stop paying for the service.

I would think the first rule of PR is to ignore forum people, because they vacillate between crazy and liar. - Elysium

Not Without Incident
Donator V6.0
Quintin_Stone's picture
Location: Cary, NC

This basically sounds like playing games over RDC or VNC.

Certis wrote:

Quintin is both smart and attractive.

Fedaykin98 wrote:
Good lord, I wouldn't have expected brilliance like that from that nemeslut Quintin Stone!

<+katisu> Q-Stone is an internet genius

The Emperor's Pimp Hand
Donator V4.0
LockAndLoad's picture
Location: Cleveland, OH

I don't have a link handy but PCWorld just did an article on this where they played Crysis at 720p with this thing. It sounds like they are worried about lag as well (you need to live within 1000 miles of one of their data centers). Also the pricing. They are charging for demos as well as full games as well as a subscription fee.

The backend costs to run this thing would be completely insane. At my last job we ran projections for delivering HD level content for teleconferencing and it just didn't scale well at all even for one server farm. Having to have multiple farms, with load balancing & redundancy, delivering potentially hundreds of GB per minute isn't something that will be paid for by a $15 a month subscription or a few $60 games.

Good luck to them, it's a neat idea but unless they have some serious investment back I predict this to be another vaporware announcement.

Steam RiverRatMatt
Gamertag RiverRatMatt
I'm addicted to Twitter &Facebook

Executive
PissedYeti's picture
Location: Absurdistan

At what point are you people gonna accept that it is inevitable? I'm not trying to be rude ... I just think that it will happen at some point and this could be it. It may not be the one but there will come a day sooner rather than later that this will be a viable solution so I don't get the pessimism. Maybe it's the "never gonna happen" vibe I'm picking up here that bugs me but I think it is a great idea and could easily imagine it happening within the next five years. Whatever simplifies the end result for me has my blessing so I say bring it. I guess I should make the point that I ceased being a bleeding edge gamer years ago so my performance threshold is lower but still.

"I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's." Twain

We won't need roads.
Donator
Aetius's picture
Location: Going 88 miles per hour!

This will never work, because the cost doesn't scale in any sane way. Lets make some assumptions:

- Every player requires at least 1.5Mbps in continuous traffic.
- You have an impossible 5ms latency to the server.
- You are playing a multiplayer game.
- The server hosts more than one player.

The bandwidth required would absolutely dwarf Hulu and and Youtube. Gaming is not a movie that can be downloaded once and cached - it's a continuous process, so the full video bandwidth is required as long as the players are playing. A 1-Gbps network connection, at full speed, could conceivably support between six hundred and seven hundred simultaneous players at their stated bandwidths, only counting the lowest bandwidth necessary for video. Given 50% utilization of the 1Gbps connection, and assuming 10 cents per gigabyte of bandwidth, that puts your bandwidth costs at:

500 Mbps/8 = 62.5MB/s
62.5MB/s * 86400 sec/day = 5,400,000 MB/day
5,400,000 MB/day / 1024 = 5273GB/day
5273GB * $0.10/GB = $527 per day

So, at ten cents/GB, which is a very good bandwidth price, you are paying approximately 87 cents per day per user just for bandwidth. That's $26/month per user, or $312 per year, per user, JUST FOR BANDWIDTH at the lowest settings and the best possible bandwidth price.

That puts the floor cost of the service at $26 per month, without accounting for any other costs at all. Even if you assume the fantastic rate of 5 cents per gigabyte, that is still $13 per month, per user, of direct overhead cost, without ANY other infrastructure - which of course will be required, because the amount of bandwidth is insanely high and cannot be supported except by the largest providers. ALL of this bandwidth must be very low latency, or the games will be unplayable. Rack space, hardware costs, monitoring and maintenance, salaries, high-end networking equipment, community service - there's no way they can do this and get out of it for less than $25 a month, and more likely $50 per month cost. There's no possible way they can make money off of this.

The small man builds cages for everyone he knows. While the sage, who has to duck his head when the moon is low, keeps dropping keys all night long for the beautiful rowdy prisoners. - Hafez

Caustic Heals
Donator V4.0
MikeMac's picture
Location: The great beyond.

Decent quality DVD audio + video comes in around 7-10Mbps. Most broadcast HD (720p/1080i) ranges from 12-25ish Mbps. Blu-ray quality audio + video peaks at 50Mbps.

I hate to think of the asstastic video & sound quality, not to mention frame rate you'll be getting at either of their 480p/1.5Mbps or 720p/5.0Mbps modes.

For me, anything less then 1080p (1920x1080) is of zero interest.

720p is a joke for modern PC games. That's 1280x720 - you don't need monster hardware to render that low of a resolution, but if you're going to use off the shelf PC games you'd still need a 1:1 server to client ratio. The cost would be nuts.

You'd also be unable to take advantage of timezones if you try to restrict to 1k mile client radius. So what, you'll have a ton of expensive hardware sitting there collecting dust from 1am to 5pm daily?

How will you keep a user from screwing with the settings on an off the shelf game? Sure you can do share drive mapping for save games, but what about mods? For many people mods are half the point of getting a PC game in the first place.

Blech.


Not a mistake, an evolution!
Donator V8.0
Chumpy_McChump's picture
Location: Browsing the app store

PissedYeti wrote:
At what point are you people gonna accept that it is inevitable? I'm not trying to be rude ... I just think that it will happen at some point and this could be it.

I don't agree with the "this could never happen", but I certainly agree with the "this ain't it" crowd. It's a conceivable product, but it's not currently financially or (to my knowledge) technically viable right now.

SallyNasty, on inappropriate Godwinning wrote:

Because we know that the Nazi's insistence on high-speed connections were their worst crime.