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New Service Aims To Replace Consoles With Cloud Gaming

ThinSkin writes "Imagine playing bleeding-edge games, yet never again upgrading your hardware. That's the ambitious goal of OnLive's Internet delivered gaming service. Using cloud computing, OnLive's goal is to 'make all modern games playable on any system,' thanks in large part to OnLive's remote servers that do all the heavy lifting. With a fast enough Internet connection, gamers can effectively stream and play games using a PC, Mac, or a 'MicroConsole,' 'a dedicated gaming client provided by OnLive that includes a game controller.' Without ever having to worry about costly hardware upgrades or the cost of a next-gen console, gamers can expect to fork over about $50 yearly just for the service. If this thing takes off, this can spell trouble for gaming consoles down the road, especially if already-established services like Steam and Impulse join the fray."

305 comments

  1. Caps by Spad · · Score: 5, Insightful

    It's all fun and games (no pun intended) until you've been playing for a couple of hours and used up the whole of your monthly bandwidth allowance.

    I know that some people have the option of truely unlimited service, but an awful lot don't and that puts this service out of their reach.

    1. Re:Caps by tepples · · Score: 3, Insightful

      It's all fun and games (no pun intended) until you've been playing for a couple of hours and used up the whole of your monthly bandwidth allowance.

      Or if you have your video games set up at a family party, away from the Internet entirely, and you don't think an air card or a tetherable data plan is worth $720 per year.

    2. Re:Caps by hedwards · · Score: 1

      I'd be surprised if it got to that point. More likely it'll fail before it gets rolled out. I'm guessing vaporware.

      But as far as that goes, I doubt that it's going to take that much more bandwidth than realtime HD streaming. Or in other words, depending upon how much gaming you do it may or may not be an issue.

    3. Re:Caps by Anonymous Coward · · Score: 0

      Absolutely. With ISPs (especially cable operators) in the US moving toward this model, this could spell trouble for a lot of the logical progress that is ready for take-off or already in early stages (cloud, online movies, etc.). "The network is the computer" isn't going to work too well if the I/O is going to be capped by the carrier.

    4. Re:Caps by Moryath · · Score: 4, Insightful

      Hmmm.

      Anyone else reminded of The Phantom?

    5. Re:Caps by Anonymous Coward · · Score: 0

      http://www.xkcd.com/ Yeah righhhht....

    6. Re:Caps by erok2112 · · Score: 1

      Thats exactly what I thought too.

    7. Re:Caps by poetmatt · · Score: 5, Interesting

      No manner of compression will make up for the attempt to do this live. I think a 50MB/above connection might be realistic to keep things smooth, especially in high action scenes with lots of pixels changing every single frame.

      I could see: part of things being handled client side and part on the server side but then we just head back to online gaming.

      However, even a fiber optics line I'd have my doubts. That is, unless you want to play on a 640x480 screen all day or assume that your internet provider wouldn't packet shape this stuff down to a crawl below VOIP, as someone said a few replies down.

      Where I could see this working is in a LAN environment, make some kind of "xbox360server" to host all the games as basically virtual machines across a lan, etc. However, that obviously isn't cloud in the same sense.

    8. Re:Caps by Anonymous Coward · · Score: 0

      Why would I want to fork over $50/year for a service that I can own outright for $250 (a Wii) and that I don't have to worry abut bandwidth caps, slow downloads, etc., and if I want to go on the net, I can surf the web, I can talk to other Wii owners (if they have the $25 Speak hardware that does voice recognition), I can lend my game disks to others, etc.

    9. Re:Caps by Anonymous Coward · · Score: 0

      It's all fun and games (no pun intended)

      Except you did because you wrote it, previewed the comment then clicked the post button.

      I could understand if you blurted it out in a spoken conversation but do you really need to waste our time with the "no pun intended" text on the internet when it's pretty obvious that the opposite is true?

    10. Re:Caps by Anonymous Coward · · Score: 4, Informative

      You seem to be assuming that this service will stream VIDEO to your unit, but with TFA not being too clear on the subject, my guess is that they will stream just 'polygons' to their 'netconsole', which then displays them as video frames. The bandwith needed should be far smaller.

      The biggest difference with mmorpgs is that mmorpg servers send program data to the client, who then does most of the calculations -the hard work- and displays the results.

      Also, many slashdotters seem to assume that mmorpgs require a huge bandwith. I think that's wrong. As a well known example WoW was quite playable using a 512 Kb DSL connection.

      As other posters have said before, the biggest problem with On-Live's approach is the lag, which is inherent to the Internets, and will continue so for the foreseeable future. Most mmorpg clients use lots of code and processing power just to minimize the effects of lag in the gameplay, with mixed fortunes (Go to Dalaran and ask anyone :)

    11. Re:Caps by SanityInAnarchy · · Score: 4, Informative

      However, even a fiber optics line I'd have my doubts.

      Doing some quick calculations:

      The highest number I've gotten for Blu-Ray maximum bandwidth is 54 megabits per second. I've seen torrents much smaller that still looked good.

      Assuming uncapped, that's actually doable. Fiber is typically 100 mbits per second, and I'm sure some places offer gigabit.

      However, encoding time is on the order of hours or days, and is certainly not live. So the real problem is latency -- take 50 ms from your LCD monitor, plus whatever a wireless controller ads, plus the latency between you and their servers, plus the lag for them to render, capture, and encode, then decode back at the client... that's easily getting up to 200 ms, which I'd consider unplayable.

      Also, unless the $50/year includes games, it makes little economic sense, either. These systems are designed to last some four years or so. A Wii can be had for $160, according to a quick Google; this would be $200. A Wii can work when your Internet is down, or when your internet is not fiber. And a Wii actually has games already -- not as many as its competitors, but some.

      Where I could see this working is in a LAN environment

      Not really. LANs are typically 100 mbits, or if you're willing to spend money on a good switch, gigabit. Same situation as fiber.

      The only advantage of a LAN is, with a good switch, you aren't using everyone else's bandwidth, but if you're proposing this:

      make some kind of "xbox360server" to host all the games as basically virtual machines across a lan,

      That's still likely to be a single port, which means now everyone on the LAN is limited to a combined 100 mbits for their video. It means the concept of a LAN party just got very, very impractical.

      And WTF would be the point, if it's a console anyway? In what way is that "xbox360server" better than a real Xbox 360?

      As for their "no piracy" claim, as a consumer, that doesn't make me want to sign up for the service. That makes me want to go far away, into the open arms of indie developers, who typically ship with reduced or no DRM.

      --
      Don't thank God, thank a doctor!
    12. Re:Caps by Jurily · · Score: 1

      It's all fun and games (no pun intended) until you've been playing for a couple of hours and used up the whole of your monthly bandwidth allowance.

      Amen brother. Vodafone UK here, 3 Gb/mo for £20. Broadband is not an option because I move around a lot.

    13. Re:Caps by Anonymous Coward · · Score: 0

      The same people who rent games on Steam, I assume. (Yes, rent. You don't own your games on Steam.)

    14. Re:Caps by fuzzyfuzzyfungus · · Score: 1

      I certainly wouldn't be one to sign up for this, should it ever come to exist; but I can see why some people might. Two basic reasons: The first is upgrades. If you buy a piece of hardware, its specs stay constant, sooner or later, you'll need to upgrade. If the heavy lifting is on their end, the upgrades happen transparently. Also, in theory(if the ISPs don't strangle things) hardware centralization can yield cost savings(1,000 users need 1,000 Wiis; but each Wii only gets used a few hours/day. If centralized; you only need enough Wiis to cover peak load, or, if you get big enough, you commission a Wii server from nintendo, which is 8 Wiis in a 1U, or similar). If the cost savings are great enough, which I doubt; but I'm willing to entertain the possibility, then the notion becomes fairly attractive.

    15. Re:Caps by Wovel · · Score: 1

      Wow plays perfectly fine for more than one user on a regular dial-up connection. The only problem with dial-up will be latency for PVP not bandwidth. I suppose if you all went into Dalaran right before WG started you might overload your connection, but normal day to day use MMORPGs use very little bandwidth.

      Of course this has nothing to do with the way MMORPGs work.

      The article does say "streaming video", but I agree with your assessment, even with really good compression 5mbps would not be able to fully stream 1080p at an anything like a playable frame rate.

    16. Re:Caps by poetmatt · · Score: 3, Insightful

      Fiber is 100mbits where? Japan? Last I heard of promises were 50mbits, and that even that was the language of "up to" not "actual/realistic". Bluray will truly use 50 megabits a second, not "up to 50". Difference there. so I agree, uncapped. However, how often have you heard of an uncapped connection? We've had capped connections longer than the issues of packet shaping. Certainly not getting better.

      Lans' are 100megabits? Wha? You can buy an 8 port gig switch for 40 bucks (25 AR).

      Meanwhile, I do agree with the rest of what you said. There is no real improvement here in general, I'm just saying being able to play all the games off a local network with only one host would be nice for consoles which aren't really friendly to that idea right now. Mostly because they're more locked down than any other DRM that exists. It's "you want to play more than 4 people/more than one game at once, you need more consoles".

      The no piracy claim tells me that this is vaporware, really. Cloud computing as a whole is vaporware and it's own form of not so subtle DRM, remote VM's are not.

    17. Re:Caps by Em+Emalb · · Score: 3, Insightful

      May as well reply here.

      Am I the only one that actually enjoys owning hardware? I like my PS3. I like my N64. I like my Atari. I like being able to sit down in the "man cave" and play games on my large tv without having to plug in a computer to it (other than the PS3) and if I want to pause or scratch my nuts or whatever, I can.

      I have FiOS at the house as well, so it's not like this would be a bad thing bandwidth-wise, but still. No thank you.

      --
      Sent from your iPad.
    18. Re:Caps by Anonymous Coward · · Score: 1, Interesting

      So what kind of servers would they be using to do good quality h.264 compression on a raw stream (plus audio) and not have it go blockly (ala cable/satellite when showing a live football match and the camera pans quickly)?

      Additionally I read somewhere 80% of people (in the UK at any rate) are on 2Mbps.

    19. Re:Caps by SanityInAnarchy · · Score: 4, Insightful

      Also worth mentioning: Even assuming you've got a magical encoding machine which only adds a few milliseconds to the latency, there's the simple fact that most video streamed over the Internet is done through a relatively large buffer.

      In fact, Flash audio and video (Youtube and friends) seems to just download as much of the video as it can, as fast as it can, and start playing once it thinks it has enough.

      This means it's possible for your connection to drop out completely for a second, or just vary by the amounts Internet traffic typically does, and so long as it comes back in time, your video will just keep playing.

      This applies even to most sane "live" broadcasts.

      Trying to do it actually live, within a few milliseconds, is completely different. The slightest blip in connectivity, which a sufficiently buffered stream would skip right over, is going to be catastrophic here.

      And just in case it wasn't obvious: Buffers inherently add latency, proportional to their size. Add a buffer that can handle even half a second of connection trouble, and you've just added half a second between the time the player says "turn left", and the time they see the camera turn left.

      I mention all of this because I suspect that the reason you'd think this is a good idea is, you've got a Roku, or you've used YouTube, or even Skype, and you've concluded that the Internet is now fast enough to do video. Maybe, but I don't think it's fast enough to do the kind of high quality, live, low-latency video demanded by a gamer.

      --
      Don't thank God, thank a doctor!
    20. Re:Caps by BlitzTech · · Score: 1

      Unfortunately, this service and your analysis completely ignore the fact that internet providers advertise optimum rates, not average rates. You may be "getting" a 50mbit connection from your ISP, but that doesn't translate to a sustained 50mbit; get a tool online and monitor your bandwidth during a download and you'll see just how variable your bandwidth actually is.

      Just to stream the video for this would require incredible sustained bandwidth. Then, of course, we have to consider the part of TFA where the servers have to do all the rendering and video compression themselves, so unless they're using a seriously lossy compression algorithm, rendering/compression will take a nontrivial amount of time; multiply that by the number of people connected, and they are going to require some serious hardware to sustain this service.

      No, this technology won't go anywhere. I'm sure it works great in their test labs, when they're connected by a couple meters of gigabit cable and only a few people are playing at a time. Real world application? Meh. I'll be lining up for an 8th generation console in ~4-5 years.

    21. Re:Caps by home-electro.com · · Score: 1

      "Imagine playing bleeding-edge games"

      Yes, I imagined and it sucks.

      Waporware it is.

      Nobody has internet access fast enough to stream hidef video required for games.

    22. Re:Caps by hairyfeet · · Score: 2, Insightful

      Well from reading TFA(I know, I know, but I got bored) they are talking "Wii level" graphics for everyone that don't have the pipe from hell. But even worse than the caps(where I live it is a lousy 36GB per month) I think the congestion would frankly cause this thing to bring a network to its knees. I mean, can you imagine what just a couple of dozen gamers using this thing during primetime would suck down the pipe? And of course once they started dragging everyone to a crawl the traffic shaping would get cranked up and the lag on this thing would be like watching a slideshow. Anybody else remember the bad old days of dialup when you would try to game and get "killed by the invisible man" due to getting some bad lag?

      While I can understand why it was so easy to get the game companies onboard, after all we are talking about turning ALL games into rentals, with no first sale doctrine to interfere with profits, this thing just seems like a REALLY bad idea. The days of uncapped Internet are quickly coming to a close due to the fact that our greedy bloodsucking telecos would rather stuff their pockets than actually increase capacity, your ability to game would be taken out of your hands and be dependent on a combination of network traffic+this companies servers, and if you are like many where you get charged crazy money for going over your cap all it would take is your kid having a gaming session with his buds while you are at work to give you the cable/DSL bill from hell.

      No thanks, I think I will stay with my nice plastic discs. They are easy to carry, easy to back up, and work no matter whether there is a decent broadband connection or not. I can play games that are old/no longer popular, and with the bargain bin I can game for quite cheap(just picked up MOH 10th anniversary for $20 last week). All this talk about how "expensive PC gaming is" is frankly a load of crap. My PC is going on 5 years old and plays FEAR, Bioshock, pretty much any game I want to play. All it cost was a $105 graphics card upgrade. So IMHO this seems like another vaporware solution for a problem that frankly doesn't exist. They are talking about in TFA about gaming on freaking Netbooks with this thing! Does anyone think that would be a nice experience? Hell those things can get skippy just from having a few programs open! No thanks, my plastic discs are a better value IMHO.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    23. Re:Caps by flitty · · Score: 2, Insightful

      But MMO's are not the graphics heavy/processing heavy games that this cloud computing idea is focusing on. This is the major flaw in this idea, any RPG or similar style game that usually doesn't require twitch reflexes is usually not graphics heavy (most of the time). The games that really need a high level machine (over $500) are mostly FPS or are based on twitch gameplay, which would seem to be unplayable on this service.

      --
      Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
    24. Re:Caps by Anonymous Coward · · Score: 0

      'Broadband connections of 1.5Mbps ... dials the image quality down to Wii levels while 4-5Mbps pipes are required for HD resolution.'
      According to the article at: http://www.gamedaily.com/articles/news/introducing-onlive-and-the-end-of-consoles/?biz=1

      So it is actually playable at decent resolutions for a moderate connection rate.

    25. Re:Caps by tepples · · Score: 1

      hardware centralization can yield cost savings(1,000 users need 1,000 Wiis

      No, up to 4,000 users need 1,000 Wiis. Unlike most PC games, many popular Wii games such as Super Smash Bros. Brawl support more than one player on one system. Besides, even for single-player or online multiplayer games, you'd still need 1,000 MicroConsoles for 1,000 users.

    26. Re:Caps by Lemmy+Caution · · Score: 3, Funny

      It's true. With cloud computing, everyone will be able to see you scratch your nuts.

    27. Re:Caps by AKAImBatman · · Score: 1

      Yes, rent. You don't own your games on Steam.

      It's still a one-time cost with a perpetual license. In that respect, it's a lot more comparable to a game console than a $50/yr service. Especially when you can get access to the games for far less than retail.

    28. Re:Caps by bennomatic · · Score: 1

      make some kind of "xbox360server" to host all the games as basically virtual machines across a lan,

      That's still likely to be a single port, which means now everyone on the LAN is limited to a combined 100 mbits for their video. It means the concept of a LAN party just got very, very impractical.

      I won't argue with anything you say but this: there's no technical reason that the game server couldn't have 2 or 4 or 128 interfaces. Pull a Cisco and build the game server into the switch and you've got a system that can fully saturate the network.

      That being said, that seems like overkill, so I agree with your overall point that this service probably won't be quite what it's billed as.

      --
      The CB App. What's your 20?
    29. Re:Caps by billcopc · · Score: 1

      Bandwidth ? Try latency. When a game is consistently 3-4 frames behind your input, things get real frustrating real fast.

      Combine that with the fact that US/Canada's networks cannot deliver 60fps 1920x1200 video with any sort of reliability or quality-of-service.

      Replacing a $500 console every 3-4 years is not the end of the world. It works out to what, 10 or 15 dollars a month ? I just spent that much on lunch, big whoop! Most people spend a LOT more on the games. This company is trying to solve a problem that does not exist.

      We already have online software delivery on all current-generation consoles, this streaming bullshit is redundant.

      --
      -Billco, Fnarg.com
    30. Re:Caps by ProppaT · · Score: 1

      The really bad thing is that cable companies will see this as a chance to stick it to you for even more each month. I'm sure that your local cable company would be more than happy to sell you a gaming service for $50 a month on top of what you already pay. The downstream bandwidth would be little more than what an HDTV channel already takes, the upstream to their servers would be little more than data flowing from the controller.

      Conveniently enough, it would probably all work through a modified cable box.

      This is the last thing I want to see until coper and fiber lines are opened up someday. I don't like the fact that I only have one option for cable and one option for phone service (other than internet phone). Both services suck.

      --
      Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
    31. Re:Caps by PIBM · · Score: 2, Interesting

      And I believe your blu-ray was still only 1920x1200... What will you do for those of us playing in 2560x1600, on two or three monitors, you insensitive clod!

    32. Re:Caps by quanticle · · Score: 1

      But, if you reduce the data that you send to the end console, you start relying on that console to do some of the computation for you. In your example, the end console would still be responsible for doing all of the rendering calculations to display the polygons on the screen. Now, what happens when a new game comes along and wants to stream more polygons, or wants to use some other graphics element that is easier to send, but harder to draw?

      Basically, it seems that you've come up with the concept of a dedicated Wow (or CounterStrike, or Starcraft, etc.) box that can be sold using a business model whereby the monthly plan makes up for the fact that you sell the box itself at a loss. While that'd be interesting to see from a business perspective, its not a huge innovation in terms of technology.

      --
      We all know what to do, but we don't know how to get re-elected once we have done it
    33. Re:Caps by Ant+P. · · Score: 1

      That's still likely to be a single port, which means now everyone on the LAN is limited to a combined 100 mbits for their video. It means the concept of a LAN party just got very, very impractical.

      Well that's easy to fix - instead of using the ethernet, use the HDMI port as a network link. All you need is a special device at the other end to decode the video stream

    34. Re:Caps by Anonymous Coward · · Score: 0
    35. Re:Caps by bitrot42 · · Score: 1

      With MPEG-style video compression, it's not just the CPU cycles for encoding that's the problem, it's the way the codec itself works. A great deal of the data reduction comes from most frames being based on frames before and *after* it.

      http://en.wikipedia.org/wiki/Group_of_pictures

      The output stream is always several frames behind the source stream. You can eliminate predictive frames, but your compression is largely the same as JPEG stills at that point. So your choices are: looks bad, uses way too much bandwidth, or has too much lag to be usable for most types of games.

      Even if the technology was there to support it, what's the point? "Buy this so you'll never have to buy anything else" stuff is always just snake oil.

      --
      FIXME: Add a sig here
    36. Re:Caps by 7Prime · · Score: 1

      Absolutely. My girlfriend and I purchased a pair of low-res webcams and have been using Skype while she's in France. Both of us have fairly fast DSL connections, probably average or better than average (in her case) than the average person. The compression is obviously very high, it's very grainy, and we get tearing and dropout quite frequently. Also, I notice a delay of at least 300ms-or-so.

      It's easy to say, "okay, not today, but sometime in the near future", but the reality is is that as technology gets more advanced, so would the need for more bandwidth. 1080p with 6 channels of audio may seem, to us, like the be-all-and-end-all of gaming technology, but I guarentee that in 6 years, there will be newer, higher-bandwidth standards or new state-of-the-art technologies that will need to be considered. 3D monitors/TVs are not TOO far off, for instance, and as textures and motion becomes more advanced, encoders are going to have less success in breaking down the data flow.

      In short, cloud computing is like a cat & mouse game in which the mouse will likely ALWAYS be two steps ahead of the cat. We may now be at the point of being able to cloud compute games from the SNES era, and in 10 years, we may have worked up to the XBox 360. But that sorta defeats the purpose if your always 10 years behind. It sorta reminds me of the folks who, way back in the late 80s, said that "noone would ever need more than a 10MB hard drive".

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    37. Re:Caps by leecho0 · · Score: 1

      Not true, the compression technology today can do just fine.

      If you use H264, only 4 Mbit/s is needed for a 1280x720 @ 30 fps with less than 10 ms encoding-decoding latency, which is perfectly fine for normal games. VDSL uses telephone lines and can (theoretically) go up to 90Mbps (but only in Asia, sorry!)

      A company already used streaming technology to let you play crisis on an eeepc w/ wifi.

      Like the previous comments, the big problem is latency, even if you have 0 lag for processing, encoding, and decoding, you need to go through the internet, and that's laggy regardless of the application.

      The only way this can work is if they have multiple server farms at close to the local loop (at the isp's). It'll cost a bit of money for the company, but I think the business plan is there (esp if they go for full cloud computing, instead of just a gaming platform)

      I've actually pitched a similar idea to Google ~ a year ago. Check out my blog if you're interested.

    38. Re:Caps by XantheKnight · · Score: 1

      Indeed-- really makes you view the Net Neutrality debate with a new eye, too!

      I can just imagine what would happen to games like Fallout 3, Grand Theft Auto etc. when you yank them out of the hands of consumers directly and put them effectively in the domain of ISPs / NIMBYs who decide your source should be throttled ... think of the children!!

    39. Re:Caps by NoobixCube · · Score: 2, Insightful

      If The Phantom had made it to market (maybe it did, but I know I never saw one outside of a magazine mockup), this is exactly what would have killed it. Such a console just wouldn't survive in a country where ISPs use download caps - or in the case of many ISPs in Australia, "usage caps" or "data allowances" which include uploads.

      --
      Admit it. You post strawman arguments as AC so you get modded Insightful for refuting them, rather than Troll
    40. Re:Caps by xTantrum · · Score: 1

      actually i live in canada and i have a 100Mbps connection. its funny i never realized how some parts of the states are seriously lacking in bandwidth from there providers. I'm with bell.

      --
      $action = empty(PHP) ? backToC() : unset(PHP) ; "when the concrete cases are understood, the abstractions are readily
    41. Re:Caps by Anonymous Coward · · Score: 0

      Mod parent DOWN.

      It IS streaming video. Not only does the article clearly state this, not only does streaming polygons still require processing on the client, but also, why would you need a larger pipe to do "HD content" if this were only streaming polys?

    42. Re:Caps by exploder · · Score: 1

      HD movies are compressed once and streamed many times. How much CPU will it take to do the compression in realtime for every client?

      --
      Yo dawg, I heard you like the Ackermann function, so OH GOD OH GOD OH GOD
    43. Re:Caps by Anonymous Coward · · Score: 0

      Or it's 5 -10 years from now and you've got a hankering for some classic gaming. I still drag out my Vectrex once a year to relive my youth.

    44. Re:Caps by incognito84 · · Score: 0, Troll
      I've never met anyone who has had a "monthly bandwidth allowance." I sure as hell don't.

      If these people are signing on to such shitty ISPs then maybe they deserve it.

    45. Re:Caps by Krakhan · · Score: 1

      As a fellow Canadian, I am very curious where you're getting such a fast connection from. Also, what is the upload bandwidth?

    46. Re:Caps by Anonymous Coward · · Score: 0

      YES

    47. Re:Caps by KDR_11k · · Score: 1

      Many people are on "unlimited" plans that really just mean the cap is hidden and if you go above it you get terminated instead of throttled.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    48. Re:Caps by Anonymous Coward · · Score: 0

      Blue Ray is just 24fps on progressive mode, so if you plan to play a game at 100fps you will have to multiply your bandwidth x 4.

      Also forget about b-frames, and variable bitrate (you don't want buffering, do you?).

      So if it really does what it says, it just CAN'T be based on video streaming.

    49. Re:Caps by SanityInAnarchy · · Score: 1

      Fiber is 100mbits where?

      Read my sig. $65/mo, no installation fee. It's actually cheaper than the DSL, but I just moved across town, outside the fiber zone, so it'll be a few months of 1 mbit before I'm back to 100 mbit.

      Lans' are 100megabits? Wha? You can buy an 8 port gig switch for 40 bucks

      I have this. It actually runs about 400 mbits. And yes, I have tested -- a gigabit crossover can run much faster.

      The no piracy claim tells me that this is vaporware, really.

      Not really. If it works the way they say it does, piracy is pretty much impossible. Unlike audio and video, they're not transferring everything needed to play the game -- they're only sending the generated audio and video, which is only useful to a "pirate" if you intend that everyone should play that level precisely the same way you do. Even if they end up sending scene data, that still doesn't include any of the logic.

      In other words, it works because gaming is interactive.

      The reasons it doesn't work are a combination of current technological limitations and the speed of light. It's possible it could work someday, but it's really not something I think we'd ever want. Consider:

      I'm just saying being able to play all the games off a local network with only one host would be nice for consoles which aren't really friendly to that idea right now.

      Well, the price might make that easier, if everyone only pays $50/year. But then, who pays for the server that you'll have to install locally?

      Mostly because they're more locked down than any other DRM that exists. It's "you want to play more than 4 people/more than one game at once, you need more consoles".

      That isn't really fair. PC games tend not to have local multiplayer, meaning if you want to play more than one person, same game or different games, you need more PCs. And a gaming PC is typically much more expensive than a console.

      The only advantage you might be thinking of is, if there's no DRM, you can have a LAN party in which one person shares a game with everyone there -- that is, piracy. But that's even less of a problem, when you think about it. Two consoles and two copies of the game are still much cheaper than eight gaming PCs and one copy of the game.

      I like PC gaming, and I want it to continue. I'd love to see it expand -- I love when a game works on Linux. But consoles do have an advantage, there.

      --
      Don't thank God, thank a doctor!
    50. Re:Caps by poetmatt · · Score: 1

      You have interesting arguments here, I do agree with you on just about all of it. I do agree that right now, its more technical limitations than "it will never work", but whether or not I clearly communicated that (I assume not), I was basing my opinion on where we are at now, not where we could be.

      Gametap as a service shows that it can be done in the future, etc.

      As far as for the cost of a console vs a pc, I didn't really mean it in the price aspect because that adds a bunch of extra unnecessary arguments. What I meant is that you have a set number of copies of a console game. Many pc games are local friendly since they can be installed on the hard drive and connected at the lan. Thus one person with one copy, can play with everyone simultaneously, since you don't need the "cartridge/cd/disc" to play anymore. This is not, absolutely not, piracy. Piracy is an offensive term misconstruing all forms of "IP infringement" (logical fallacy there), copyright infringement, and labeling fair use a part of all of the above. Nothing is being stolen, no copyright is being infringed, mostly because gaming companies are smart enough to encourage this legally. Use the same CD key on all the discs and they will still play local. Plenty of games do this, fear, quake 3, quake 4, UT3, warcraft, starcraft, anything that is typically played at a lan. You'd be surprised how many PC games (especially FPS, strategy) encourage this model and have since the quake 2 days.
        Everyone needs the capability (a console), but you're not limited to a set number, only the max that a server is set to handle. I guess the argument isn't 100% solid either way, but I think you may get what I am inferring.

      About the internet though I would pay 80$ if I could get 100mb at this point, however (in no surprising fashion) there is no fiber available in my area (northern chicago suburb)...I haven't looked as hard as I could but using the dslreports internet finder thing I saw nothing but a few wireless isp's in the area that offered speeds above comcrap's.

    51. Re:Caps by SanityInAnarchy · · Score: 1

      That may work within a LAN, but even there, it's stretching it. The longest extension I see is 60 meters, and that's switching from HDMI to a pair of cat5 cables -- which immediately makes me wonder how much quality it's dropping.

      Quick calculation: 1920*1080 * 24(bits per pixel) * 60 (hz refresh rate) = around 3 gigabits. Even if you assume it's 24 frames per second, that's still 1.1 gigabits. Cat5 is only designed to handle 100 mbits, so they're packing a 1.1 gigabit signal into 200 mbits.

      I must be missing something...

      Anyway, that's 60 meters, and it's likely cheating. How is this supposed to get from me to my ISP and back? And I'm not even counting audio and input devices.

      --
      Don't thank God, thank a doctor!
    52. Re:Caps by SanityInAnarchy · · Score: 1

      Well, 100 fps isn't really perceptible on an LCD -- 60 fps is what you want. I realize most gamers are used to a CRT, where it may make sense, but the only reason to go above that here is if you want to do things like motion blur (which blends several frames into one) -- but motion blur produces the exact same number of frames going to the video device, it's just now 60 artfully blurred frames per second.

      Just a nitpick...

      But the real problem is, if it really does what it says, and it doesn't do video streaming, it makes no sense. I suppose they could be transferring scene data, but that basically means they'd need as much bandwidth as games currently have between the system and the video card -- in other words, they'd need a network as fast as PCI Express.

      And it still means you've basically got a video card attached to a network. Which means that's a piece of hardware you'll have to upgrade, so the "no upgrades" is complete BS.

      It makes more sense if they assume a lot more RAM locally, and some amount of logic, meaning they can transfer a representation -- like a level, say. Which only adds to the amount of local hardware that must be upgraded at some point.

      The only way this makes any sense is if it uses video streaming. But video streaming is actually physically impossible. So WTF?

      --
      Don't thank God, thank a doctor!
    53. Re:Caps by SanityInAnarchy · · Score: 1

      I didn't really mean it in the price aspect because that adds a bunch of extra unnecessary arguments.

      Well, if you don't consider price, it's a much weaker argument. Consoles have tougher DRM, but not necessarily more restrictive.

      you have a set number of copies of a console game.

      True.

      Many pc games are local friendly since they can be installed on the hard drive and connected at the lan.

      And many aren't. The only real advantage is that a PC game can come without DRM.

      For instance: I love Steam. I consider it to be a fair tradeoff, even compared to consoles. But technically, well, console games don't require that I be online for a single-player game, whereas Steam does.

      Thus one person with one copy, can play with everyone simultaneously, since you don't need the "cartridge/cd/disc" to play anymore. This is not, absolutely not, piracy.

      Seems very much like piracy to me...

      Piracy is an offensive term misconstruing all forms of "IP infringement" (logical fallacy there), copyright infringement, and labeling fair use a part of all of the above.

      Fine, we'll call it copyright infringement.

      Nothing is being stolen, no copyright is being infringed, mostly because gaming companies are smart enough to encourage this legally.

      Somewhat true. They don't encourage it -- they encourage everyone to buy a copy, and that's really much more convenient.

      However, they do look the other way. For instance, hlds and srcds have a LAN mode which can be turned on. With LAN mode off, you can have random people wander in from the Internet; with LAN mode on, anyone can connect, but it won't show up in any server list except within that LAN.

      The problem is, you still need to have everyone login to steam, then put it in offline mode. Other games aren't usually better. It ends up being easier just to buy the damn game -- which comes to some $20/person these days.

      Everyone needs the capability (a console), but you're not limited to a set number, only the max that a server is set to handle.

      Well, that is also often true of a console game. I suppose it depends on the game.

      I do see your point -- a console might handle 16 players. Maybe. I can easily build a server to handle 32 players in Natural Selection, and really, with less than 10 or 12 players, NS isn't nearly as fun.

      But if you start with the assumption that each supports 16 players, you can put 16 players on 4 consoles, or 16 computers. With each computer costing more than a console, that doesn't seem right.

      And each computer is likely more powerful than the console -- so technically, it's just as much a limitation that you can't play split-screen on most PC games as it is a limitation that you can't share the same game disc across multiple consoles.

      Meh. If it's an argument of freedom, PCs win because of Nexuiz and Tremulous anyway.

      I would pay 80$ if I could get 100mb at this point

      Not to be too smug, but the $65/mo is internet+phone. At $85/mo, you get phone+TV, or internet+TV -- where the TV is actually some sort of IPTV (network cable going to a set-top box).

      The TV is HD-capable, but the $85/mo is only the basic stuff -- HD alone is another $10/mo, and stuff like HBO is obviously more.

      Unfortunately, there's no cheaper option -- but $65/mo is worth it for internet. I see the phone line as a toy.

      Oh, and it is closer to 50 mbits in practice, to the Internet -- but that's a limit somewhere upstream. I've tested from point to point in this town, and I've gotten 11 megabytes per second over scp.

      --
      Don't thank God, thank a doctor!
    54. Re:Caps by Anonymous Coward · · Score: 0

      I'm in Sweden using 100mbit fiber right now. Not that uncommon here.

    55. Re:Caps by xTantrum · · Score: 1

      I'm with bell canada in QC. its possible it could just be the business connection i have though. i pay about $45/month for it. i haven't been wired in a while since i set up the router a while back i just roam all over. I've also never checked the upload bandwidth either. although i did test my speed yesterday on http://www.speedtest.net/.

      --
      $action = empty(PHP) ? backToC() : unset(PHP) ; "when the concrete cases are understood, the abstractions are readily
  2. Ambitious by Anonymous Coward · · Score: 0

    About as ambitious as the plot to Anti-Trust.

  3. My predictions by Benanov · · Score: 2, Insightful

    The 'microconsole' will be hacked to have GNU/Linux and other FLOSS OSs installed within the first few weeks. Hardware geeks everywhere the device is offered sign up for a gaming service only to hack the subsidized hardware and then drop the subscription as soon as legally feasable. ...like every other time someone thought to subsidize commodity PC hardware (or something based upon it) with a subscription model.

    Article also talks about "no piracy because it's not running locally."

    That's cute, I suppose latency might be a real pain then?

    1. Re:My predictions by truthsearch · · Score: 3, Informative

      It sounds like the device would be a thin client. No local storage and little processing other than graphics, maybe not even local 3D rendering. The device can probably be so cheap that they wouldn't mind the small percentage of loss to hackers. At $50/year they're really charging for the servers and service much more than the client hardware.

    2. Re:My predictions by Lonewolf666 · · Score: 2, Insightful

      I guess the console will be rather low-end (and not have much in the way of mass storage), so it won't be all that attractive as replacement for a "real" computer. OTOH, it is probably cheap to make and has all the connectors required for a thin client in an office environment. So if the manufacturer sells the MicroConsole separately, that might be an interesting "alternative use".

      --
      C - the footgun of programming languages
    3. Re:My predictions by Tharsman · · Score: 1

      Imagine a mix of World of Warcraft and YouTube. You can't really pirate World of Warcraft (although you may be able to steal an account) You may be able to hack WoW to run in Linux, but still will require a server login.

      As for latency, if you have a connection thats fast enough to stream Netflix video, it should be also good enough to play the game.

      My true doubt is them being able to setup a backend powerful enough to render unique game streams for hundreads or thousands of players. The system will have to be strong enough to render at least 1080i video for a lot of users, this means they either will need hardware capable of running about any game at that resolution without frame rate issues and then have a single machine with that config for every single subscriber, or have a fantastic system that can do that for at least 100 simultaneous users.

    4. Re:My predictions by Creepy · · Score: 1

      From what they say, latency won't be much of an issue (they say it will be better than on a LAN), but don't expect 60+ FPS, and I'm sure it will be lossy compression. The idea is to place server farms close to the destination (and possibly dedicating the pipe), eliminating most lag.

      But let's look at real scenarios, assuming streaming video - 480p with 32 bit color at 30 frames per second (like the old, nearly dead NTSC TVs in the US, but using prog scan instead of interlacing): 640*480*4(color)*30FPS*8(bits not bytes used in internet connection speeds)=294912000bits/sec, so for uncompressed 480i you need a 300 megabit pipe. They are fitting that into a 1.5 megabit pipe. That means 20:1 compression (or 40:1 if you want 60FPS like some gamers demand). While 20:1 lossless is possible, and may be even be possible in realtime using a highly distributed, high power network, chances are it is lossy compression.

      Another scenario suggests even higher levels of compression - 1080i would be 1920/2(interlaced)*1080*4*30*8=995328000bits/s for uncompressed streaming, and to fit that into a 5Mbps pipe means a whopping 200:1 compression (AFAIK this is not possible in realtime with lossless compression). You also can't do predictive encoding (using future frames), but if you can get the camera information from the game itself you likely could get better quality encoding - it depends entirely on how they have it set up.

      What I'm getting to is that video compression will likely be the bane of this venture, not bandwidth. If you can live with lots of artifacts (especially at higher resolutions), it may be a good alternative to the upgrade grind, but if you need 60+FPS and perfect images to see a dot you can snipe at, don't expect this to work for you, at least in the short term.

    5. Re:My predictions by quickOnTheUptake · · Score: 1

      As for latency, if you have a connection thats fast enough to stream Netflix video, it should be also good enough to play the game.

      You do understand the distinction between latency and bandwidth right?

      --
      Mod points: Guaranteed to remove your sense of humor.
      Side effects may include gullibility and temporary retardation
    6. Re:My predictions by Anonymous Coward · · Score: 0

      OTOH, it is probably cheap to make and has all the connectors required for a thin client in an office environment. So if the manufacturer sells the MicroConsole separately, that might be an interesting "alternative use".

      You're probably still better off with a traditional thin client or even a netbook. The people making the MicroConsole don't really have any magic in their pocket that'll let them somehow undercut existing hardware vendors. Also, any corners they cut will be based on the assumption that people will be using the MicroConsole for their OnLive gaming service. Finally, a business would be unable to get replacement MicroConsoles when this doomed-from-the-start concept goes under.

      If you want cheap thin clients for the office, buy cheap thin clients from a regular hardware vendor. If you want a cheap thin client in your kitchen so you can look up recipes, buy a used netbook from someone who's upgrading to a more powerful model. There are plenty of tiny and cheap PCs out there already.

    7. Re:My predictions by drsquare · · Score: 1

      It would have to be uncompressed, as the decompression would add too much latency. Then you have the extra latency due to buffering, and the only games you'll be playing will be turn-based.

    8. Re:My predictions by cripkd · · Score: 1

      I can't even decide to whoch moron to reply out of the hundreds who don't seem to understand that the issue is not bandwidth or how much it takes to "buffer" or stream the stuff.
      The issue is latency. I press a button, the signal has to travel to the servers, the software receives it, makes a change, generates the content, then the systems stream it back to me. How can you make that instantaneous? How can you sync that with the other players?
      You cannot buffer anything here as its all dynamic, not predefined like with HD movies, where you don;t care if the frames you are watching left the servers one minute ago.
      How come the users over at engadget got this faster than you?

      --
      Curiously yours, crip.
    9. Re:My predictions by Cederic · · Score: 1

      Oddly though there does tend to be a strong correlation between bandwidth and latency.

      Especially when you're buying the bandwidth to access a specific service - the ISP likes to reduce the hops from you to the service to minimise the amount of their own network being used and to minimise their peering costs.

      That said, even WoW needs sub-100ms latency on interactions, which is asking a lot of a pipe that's also streaming full video.

    10. Re:My predictions by quickOnTheUptake · · Score: 1

      Maybe there tends to be a correlation, but it is pretty loose (think of satelite 100's of mss latency but huge capacity, great for downloads useless for voip) and I certainly wouldn't go so far as to say that if you can watch streaming video (i.e., you have modestly high average bandwidth) then you can use a service like this (which will require very low latency and a consistently high bandwidth). The kind of network reliability and performance needed to make sure that your input get to the server and the next frame gets back soon enough to allow for useable gameplay is several orders above what is required to watch streaming video: Streaming video doesn't care if your connections drops to 1/4 of what it needs to keep up for a few seconds, or if your latency temporarily spikes: it has a buffer. But a live game that is being rendered on the server would basically freeze until network got back up to the required minimum. And that's assuming the latency is low enough to keep the delay between input and display bearable.

      --
      Mod points: Guaranteed to remove your sense of humor.
      Side effects may include gullibility and temporary retardation
    11. Re:My predictions by Toonol · · Score: 1

      (they say it will be better than on a LAN)

      They are obviously lying. While I try to be charitable, I can't imagine any plausible circumstance where this could possibly be true.

    12. Re:My predictions by relguj9 · · Score: 1

      What would be the point to "hacking" the device? It just lets you interface with their servers and display their video, it doesn't appear to have much hardware in it at all. You don't even need the device if you want to use your PC.

      What from the article makes you think you can even install an OS on it? Maybe it's just firmware.

  4. No thanks by Macthorpe · · Score: 5, Insightful

    Instead of normal online game lag, you have lag between you actually pressing a button and the game responding at the server.

    Even a tiny amount in this situation would make the game 'feel' unresponsive.

    --
    "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    1. Re:No thanks by Anonymous Coward · · Score: 2, Insightful

      Anyone that actually thinks this is viable is clearly a moron, the lag would make it totally unplayable.

      This is just venture capital BS to fool the stupid non technical investors...

      I'm surprised Slashdot are stupid enough to even pick up on it..

    2. Re:No thanks by 0xABADC0DA · · Score: 2, Informative

      Instead of normal online game lag, you have lag between you actually pressing a button and the game responding at the server.

      Not necessarily. A LOT of lcd computer monitors have 'input lag' of say 50ms (meaning the computer sends the image to the monitor but you don't see it for 50ms after that) whereas lcd tvs don't, and few people complain. Presumably if the game servers are co-located with the ISP you could get lag much smaller than that.

    3. Re:No thanks by TheLazySci-FiAuthor · · Score: 1

      Done correctly, the delay could be on par with the delay inherent in the wiimote - which is noticeable to the observant- but completely doable.

      now, of course, add the wireless controller delay AND the streaming delay and a problem does arise.

      Some games would be more tolerant to this UI lag - but FPS and sim games would definitely be affected.

      A plus side of this in respect to shooters and real-time action games, is that in a multiplayer environment all client data is server-side, making hacking much more difficult, and aim-bots and such practically impossible.

      Was just discussing the feasibility of this not long ago actually: streaming a game experience to your system.

      There are ways to mitigate the problem - like have your cockpit/gun view still client side, but stream the 3d world with a little extra visual data on the periphery.

    4. Re:No thanks by Anonymous Coward · · Score: 0

      Clearly you don't know diddly about games, and should hold off on your moron comment. It's easy to transfer and executable, however the large part of games are the resources (models, textures, sounds, and the like).

      The server could stream your the main executables and the first level, then when you're close to the end of a level start streaming the next one and associated resources.

    5. Re:No thanks by 0xABADC0DA · · Score: 1

      Also in a normal online game the time you press the button at your end means nothing... what matters is when the button press event gets to the server. So as long as the rendering server is in the same line of hops (ie co-located with ISP) to the actual game server then you won't have any more than a couple ms extra lag.

      So really I don't see lag as a real objection to this. I don't see bandwidth as a huge problem going forward either... lots of people already have fiber going to their house these days.

      But it's still a dumb idea. ;-P

    6. Re:No thanks by Wovel · · Score: 4, Informative

      Except that is not what it says... It says the server will do the lifting to a thin client. The server is not just streaming binaries to be rendered on the client, the server is receiving input from and return video to be displayed on the client.

      I think Amazon sells crowbars to remove your foot from your mouth.

    7. Re:No thanks by Albio · · Score: 3, Insightful

      So they've transferred the executable to you. Great. Now where is your hardware to execute it?

    8. Re:No thanks by toad3k · · Score: 4, Interesting

      This doesn't sound as stupid to me. Obviously this wouldn't work well for something like an fps, but for something like an rpg, a casual game, a turn based game, some rts's? It would work fine. Secondly there is hardly any upfront cost. Essentially the hardware on your end would be 40 bucks including the controller. That is an amazingly low barrier to entry, considering you might have access to dozens or hundreds of games right off the bat. There will also never be any issues of backwards compatibility, every game will be playable for as long as the company feels like supporting it. There's no cheating, no red rings of death. The only real barrier right now is bandwidth, but for how long?

      I've been predicting this would happen eventually, much to the derision of others, but I didn't expect to see plans for another five years maybe.

    9. Re:No thanks by Albio · · Score: 1

      Sim games would be affected? What kind of sim games?

    10. Re:No thanks by Anonymous Coward · · Score: 0

      clearly you don't know diddly about anything, and that needs no supporting evidence.

    11. Re:No thanks by nschubach · · Score: 2, Insightful

      There's a huge difference between a FPS and an MMO. There are a large chunk of gamers who didn't use wireless mice for a long time because of the input lag. There are those that still refuse to use some of these laggy LCDs for the same reason. You have to "play" the game before you can see it happen.

      I remember being able to run through a Unreal tournament match and hit off head shots of moving targets because I could respond in a split second and had precise control. I was not able to reproduce that when I moved to a LCD monitor. It's not because my reaction time was decreased. Lag is a serious consideration for FPS games. It works well for MMOs because you aren't rocket jumping and popping off head shots while in mid air. Online shooters are a pain as well. I don't know how many times I've shot people to have nothing happen because their client doesn't agree or registered the shot differently.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    12. Re:No thanks by Candid88 · · Score: 3, Funny

      "I think Amazon sells crowbars to remove your foot from your mouth."

      ...and I wonder if Amazon sell anything capable of removing your head from your arse.

    13. Re:No thanks by Wovel · · Score: 1

      Hmm, how can you see where my head is while yours is so far embedded. I believe my response was totally appropriate to an AC who was being an ass and had clearly not even read the summary, let alone the actual article.

      Your comment was just rudeness from a very small minded person.

    14. Re:No thanks by Anonymous Coward · · Score: 0

      Driving sim. Flying sim. Whatever.

    15. Re:No thanks by YourExperiment · · Score: 1

      I'm surprised Slashdot are stupid enough to even pick up on it..

      You must be new here.

    16. Re:No thanks by donaldm · · Score: 2, Informative

      So really I don't see lag as a real objection to this. I don't see bandwidth as a huge problem going forward either... lots of people already have fiber going to their house these days.

      For those people who have ADSL, fibre or even cable can you answer the following:

      1. Is your download capability unlimited if not what is your limit?
      2. Does your ISP throttle your service after a certain threshold is reached? If so what is your throttle speed?
      3. If you have a download cap do you pay for any excess? If so how much?
      4. What is your average network speed during peak periods.
      5. What is your average network speed during off peak periods?
      6. What does your service cost?
      7. Do you pay for this service or does someone else?

      If you can honestly say your ISP provides a high speed, high bandwidth network connection with totally unrestricted download capability for a low cost that you actually pay for then you are extremely lucky because most of world does not have this and will not even come close to this ideal (this is subjective) for many years to come.

      --
      There ain't no such thing as proprietary standards only proprietary formats. Standards are by definition open.
    17. Re:No thanks by poot_rootbeer · · Score: 5, Funny

      It says the server will do the lifting to a thin client. The server is not just streaming binaries to be rendered on the client, the server is receiving input from and return video to be displayed on the client.

      A game console with all the responsiveness and graphical horsepower of an X11 terminal? How can it fail!!!

      This is really bad news for Nintendo.

    18. Re:No thanks by orkybash · · Score: 4, Insightful

      every game will be playable for as long as the company feels like supporting it.

      You say this like it's a good thing.

    19. Re:No thanks by Anonymous Coward · · Score: 2, Insightful

      In that case, why would you need a server farm to pump out the greatest graphics in the world in order to play a RTS? Most RTS are a few years behind FPS games like Crysis.

    20. Re:No thanks by Nursie · · Score: 1

      "Also in a normal online game the time you press the button at your end means nothing... what matters is when the button press event gets to the server."

      Not true.

      At least it didn't used to be. Back in *my* day we had quakeworld, which had to be some sort of client/server consensual reality. Your game would feel useless playing over anything less than LAN otherwise. The server kept track of where it thought you were, your input would directly affect your client and then the server would update. A disagreement would cause the client to reset to what the server thought the situation was, as you can't have clients running the show (cheats), but it's a collaborative process.

      FPS would be unplayable if your keypress had to echo to the server and back before your screen updated.

    21. Re:No thanks by Kamokazi · · Score: 1

      I think you're confusing pixel response times with input lag. 50ms is a big difference. Ask any online FPS player if there's a difference between a 25ms ping and 75ms. With the LCDs there was very noticable ghosting effect when the pixel response was 25ms or higher. Only when those numbers got lower did people consider them acceptable for gaming, as the ghosting effect has become almost unnoticable with 6ms response time monitors. Even further, quite a few people can tell minute differences in latency on wireless vs wired mice, which is only a few ms at worst. So you can sure as hell bet that 10ms to a server for input delay is going to be very noticable.

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    22. Re:No thanks by mr_mischief · · Score: 1

      If you're using a 50ms LCD to play games, you're doing it wrong. LCD monitors for a few years now have been offered in 8ms and lower response times, down to 2ms. Right now, a 5ms LCD PC monitor can be had for well under $200 in 19" 4:3 or 22" widescreen formats on Newegg.

    23. Re:No thanks by Anonymous Coward · · Score: 0

      But doesn't that defeat the purpose somewhat?
      I thought the whole point of this online service was it could run processor-intensive games (mostly real-time action games like FPS's) on an affordable machine. Any old machine can run a turn-based game.

    24. Re:No thanks by FlyingBishop · · Score: 1

      If by 'behind,' you mean, 'uses the same graphics as FPS from a few years back, generating 32-64 times more units,' then sure.

    25. Re:No thanks by Tony+Hoyle · · Score: 1

      They're demoing Crysis on it... Over a (presumably) gigabit LAN with little or no contention... and the press are, as usual, falling for it.

      Over the internet it has epic fail written all over it.

    26. Re:No thanks by aj50 · · Score: 2, Informative

      Unless the game you're playing trusts the client to do its own hit detection (which would preclude any competitive Internet play), it's the server that disagreed over whether you hit the person, not their client. (although it's possible that some artifacts are produced due to lag compensation)

      The only game that I'm aware of that doesn't do server side hit detection is bzFlag, where each client checks for hits against itself which would make cheating trivial, even if the source code wasn't already available. (More server side logic is planned for v3.0.)

      Further reading:
      http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
      http://developer.valvesoftware.com/w/index.php?title=Lag_Compensation
      http://my.bzflag.org/w/Lag

      --
      I wish to remain anomalous
    27. Re:No thanks by TrekkieTechie · · Score: 3, Insightful

      There will also never be any issues of backwards compatibility, every game will be playable for as long as the company feels like supporting it.

      This is a problem in my book. Once I have purchased a console, it's mine forever, and the games I purchased to go with it are mine forever too. My copy of Super Mario Bros. on the NES won't stop working just because Nintendo has decided they don't want to support the game any more.

    28. Re:No thanks by tixxit · · Score: 1

      In most FPSes I've played, if the client presses a button, the client will show the animation, immediately, before even getting a response from the server. This is to eliminate the unresponsive feeling. It does not wait for the server, before showing the animation. The client will also only buffer a limited number of client actions (that are awaiting a response from the server), which is why when you lose the connection, you're still able to move around for a few seconds, before it finally freezes.

    29. Re:No thanks by Dutch+Gun · · Score: 1

      Also in a normal online game the time you press the button at your end means nothing... what matters is when the button press event gets to the server. So as long as the rendering server is in the same line of hops (ie co-located with ISP) to the actual game server then you won't have any more than a couple ms extra lag.

      Not exactly. You might not see much extra lag at the server side, but you'd definitely feel the pain of this. Unless they're streaming some amount of local graphics and SFX to your client, you'd have to wait for a complete round-trip on the network to see the response of your input. The apparent lag would *feel* horrible, although technically it might be no worse than with any other system. Modern networked games do a lot of client-side prediction to minimize the appearance of lag on your own client, so the game still feels nice and snappy, even if there's fairly high latency between the client and server. Unless network latencies improve dramatically in the next few years (unlikely), then this thing is dead in the water for all but turn-based games in which latency plays no factor.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    30. Re:No thanks by Spatial · · Score: 1

      That's pretty misleading. Firstly, that generalisation is far too wide to be useful. The input lag depends on the panel type and the display's individual features.

      Besides that, if anything the generalisation should be the exact opposite. Computer monitors are mostly TN panels; no input delay. The only other feature they have is typically a scaler, so there isn't much to cause a delay. Meanwhile, LCD TVs have tuners, more advanced scalers, picture-in-picture, and even some features which require a whole frame or two to do processing on the image before displaying it, like inter-frame interpolation. Pretty hard to believe that they would be the faster group.

    31. Re:No thanks by marcansoft · · Score: 2, Informative

      You're a victim of the marketing. There's a difference between "how fast a pixel can flip" and "how long it takes to START flipping after the computer tells it to". 2ms response time means no ghosting. It doesn't mean the LCD processing won't take over 50ms to actually propagate the change to the screen. In fact, very often, these low pixel response times are achieved using driving tricks and heavy preprocessing, which ADD lag by buffering more input frames.

      Long ago, the complaint was ghosting and blurriness in high motion environments, but that's long since gone. The problem now are some LCDs which buffer a bunch of frames in order to perform questionable advanced processing, and which adds a ton of lag to the actual picture. Manufacturers don't quote numbers for that, unfortunately.

    32. Re:No thanks by Spatial · · Score: 1

      Also in a normal online game the time you press the button at your end means nothing... what matters is when the button press event gets to the server. So as long as the rendering server is in the same line of hops (ie co-located with ISP) to the actual game server then you won't have any more than a couple ms extra lag.

      That's incorrect. When you press the button in a normal online game, the game shows the action being performed instantaneously before it even sends the packet to the server. The server decides what happens in the game logic but not what's shown onscreen. Games have various methods of hiding latency; immediately showing actions being performed, irrespective of the connection, is one of the more common ones.

      It's done that way because perceived latency is a big deal. Not doing it is much more obvious than occasional minor timing discrepancies; it's only obvious in very high latency situations (the 'jerking' motion). Needless to say, that technique will be impossible to utilise if the game is remotely rendered.

      Put two instances of a game side by side - one remotely rendered, another local, and the remote one will have greater perceived latency than the local one just for the lack of that technique alone, all other things being equal.

    33. Re:No thanks by tixxit · · Score: 1

      Well, consoles typically last a good 5 years. So, if you are paying $50/year, then this isn't really cheaper than a console (you still have to pay for games).

    34. Re:No thanks by Anonymous Coward · · Score: 0

      Yes, no way this will work.
      some FPS players cannot even deal with slow monitors, there is no way to play any type of action game when the computation is done miles instead of millimeters away.

    35. Re:No thanks by 0xABADC0DA · · Score: 1

      Only when those numbers got lower did people consider them acceptable for gaming, as the ghosting effect has become almost unnoticable with 6ms response time monitors.

      Response time they are talking about is how fast the pixel changes, not the time between the computer sending the pixel to the time it is displayed. The monitors usually get small response times by overdriving the pixels so that they change faster... but this causes them to overshoot the target value, so the monitor buffers a few frames worth of pixel values so it can reduce this (by knowing the 'future' value of the pixel). A lot of mainstream monitors actually delay the image by ~50ms just to get your 3ms response time. It's unbelievable, but true.

      I believe this page explains input lag pretty well.

    36. Re:No thanks by Cornflake917 · · Score: 1

      Umm, there is nothing in your post that proves/shows that there wouldn't be input lag. If you have to connect to the server through the internet, then there will most definitely be some latency between your input and you seeing the result of your input, regardless of what kind of information is being sent back and forth. Only way you wouldn't notice lag is if you had a really nice fiber optic connection and the server happened to be less than a few hops away.

      Also, none of your ancestral posters even mentioned anything about "streaming binaries."

      I think Amazon sells books about basic networking and reading comprehension that could really benefit you.

    37. Re:No thanks by Renegrade · · Score: 1

      Correction: LCD TVs almost always have input lag. They tend to do a lot more signal processing than a typical LCD monitor.

      A friend of mine got an LCD TV and hooked it to a Xbox360, with audio going through the TV, and to an external sound system through a different connection. You could actually hear the delay that the processing was adding - every sharp sound seemed to have an echo, and smooth sounds sounded... strange. If you turned off the TV's sound, the effect vanished. The TV is adding delay to the audio signal so that it's in sync with the video. And this is common for all sorts of "native resolution" type displays (ie anything not CRT) - plasma, DLP, LCD projectors, etc. It's often part of the rescaling/deinterlacing/quality enhancement system.

      (Note that the absence of this effect does not mean the absence of input lag, as not all TVs will bother delaying the audio to resync it with the video)

      On the other hand, SOME monitors like my own Viewsonic VX922 add little or no delay to the input. Dual head comparisons with CRTs, done by myself and others, have shown that the VX922 adds less than a frame of delay to the image, with only the occasional kick to 1 frame of delay (say 1 in 10 or less). Granted, of course, not all monitors are of this quality...but I have yet to see a non-CRT TV performing like that.

      All of this makes sense when you think about it from the manufacturer's point of view.. if the audio is resync'd, does the TV viewer really care if the DVD/broadcast show is delayed by a few milliseconds? Versus monitors, which are usually used interactively, where such lag might be noticed.

      Finally, regarding lag to colocated servers with your ISP: That 13ms ping you're seeing is for default size packets (56 bytes of payload for Linux, 32 for windows). Consider that this .. lunacy would NOT be sending tiny packets, but rather a heavy stream of large packets. It's NOT going to be best case latency.

      We won't even discuss the utter loss of quality going from a raw 1.3 gigabit/sec signal (720p60) to heavily-compressed-with-hasty-codec 0.045 gigabit T3.

    38. Re:No thanks by Cederic · · Score: 1

      You'd be amazed how playable muds were in the early 90s, with latency measured in 100s of ms.

      I'm not saying modern gamers would settle for this, and I'm not pretending it was better than Unreal Tournament on a 26ms ping server, but it was very playable and good fun.

      As an example, a ping summary from a mud session in 1993:
      26644 packets transmitted, 19888 packets received, 25% packet loss
      round-trip (ms) min/avg/max = 240/1177/17729.

      Don't even pretend that was good latency. Do realise that I was playing the game throughout that ping, and I wouldn't have kept with it had the game not been fun - bear in mind I had a major Angband addiction at the time.

      What do I mean, 'at the time'. I still do :(

    39. Re:No thanks by Cederic · · Score: 1

      Although a lot of people are (correctly) pointing out the latency issues of twitch-mechanic games, one area that impacts any online game is text chat.

      Local buffer of text input followed by submission of the complete sentence to the server is a significantly superior user experience than remote echo.

      Although console games generally don't support text chat anyway - one reason I dislike them..

    40. Re:No thanks by Anonymous Coward · · Score: 0

      This doesn't sound as stupid to me. Obviously this wouldn't work well for something like an fps, but for something like an rpg, a casual game, a turn based game, some rts's? It would work fine.

      Except that the games which require more expensive, more powerful hardware, are the first person games. If you have an rpg or an rts, just crank down the settings and you can run it fine on your onboard video, no need to pay a yearly fee.

      You can't use the hardware cost argument except when speaking about high end games, and guess what, those high end games are mostly very dependent on low latency for online play.

    41. Re:No thanks by Macthorpe · · Score: 1

      I'd agree with you, but one of the games featured in the mock-up of the front end is Mirror's Edge, which certainly doesn't come under any of the categories you mentioned.

      I can't imagine making the inch-perfect jumps required in that game with a 50-100ms latency between me pressing a button and the game responding.

      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    42. Re:No thanks by AnalogyShark · · Score: 1

      You say this like it's a good thing.

      You say this like it's a bad thing.

      Any online provider worth their salt still supports their aging games. Steam still hosts original Halflife, and all it's mods, though I think we can agree they're quited dated by now. Blizzard has kept Starcraft up, running, and even occasionally patched it. If the big players of the industry pick this idea up, there's a very small chance of any game that's any good 'losing support' in today's online, cheap-to-store-data world.

      The worst thing that would happen would be the end of new patches for the content.

    43. Re:No thanks by ceoyoyo · · Score: 1

      Come on, playing games through a VNC connection is awesome!

    44. Re:No thanks by mr_mischief · · Score: 1

      I've never noticed such a long lag. Surely there's a range involved here, and some LCD monitors are better than others about it. Do you have some references for which are the biggest problem? I'm hoping my ViewSonic isn't one of them, not just because that'd mean I spent a whole lot of money on a faulty product, but also because my mind must have a 50ms lag behind my controls, too, if the monitor is delaying the display that much.

    45. Re:No thanks by mr_mischief · · Score: 1

      Replying to myself because I looked it up:

      ViewSonic VG2230wm

      best lag behind CRT: 0ms
      worst: 10ms
      average: 1ms

      The source is Digital Versus.

      So, no, I am not a victim of the marketing. I bought a quality monitor from a respected name and I get good performance from it. Go figure. I just wish I'd had the price quoted for that now when I bought it a couple of years ago.

      Somebody is paying less for their monitors or is more worried about excessive brightness (my monitor has been panned for being dim, but I don't even run it at full brightness) than about quality, and they're getting screwed.

    46. Re:No thanks by dave420 · · Score: 1

      Actually it's more like the new RDP Microsoft is unleashing in Windows 7 - it can play HD videos across it without lagging like hell. I appreciate the joke, though :) Aaah X11.

    47. Re:No thanks by poetmatt · · Score: 1

      I wish I had read this before the thread became stale.

      Plenty of real hardcore and unique lpmuds (tsunami is a wonderful example) were relient on latency. 100MS = dead.

    48. Re:No thanks by Anonymous Coward · · Score: 0

      Then again, the specific mud that ping trace was for is a PK mud (I say 'is', it's still running) where you could die in under a second.

      Lets just say that prediction and advance buffering of commands was necessary and effective (albeit often wasteful).

  5. fast enough internet? by larry+bagina · · Score: 1

    lagging in online games ruins it for me. If hooking a console up to a tv input card on your computer introduces too much lag, how can this possibly be playable?

    --
    Do you even lift?

    These aren't the 'roids you're looking for.

    1. Re:fast enough internet? by MukiMuki · · Score: 1

      A good TV card won't create substantial lag (e.g. it'll be playable without a noticeable change), especially if you're getting a raw stream instead of an encoded one. However, that doesn't change the fact that the lag on this service (you know, what with the INTERNET CONNECTION between your buttons and the action) will be astronomically higher.

  6. Image bandwidth by yakumo.unr · · Score: 4, Interesting

    How does cloud computing solve the CPU-GPU bandwidth issues of modern games? Gamers still want to see the game, and at ultra high rez & IQ.

    1. Re:Image bandwidth by TubeSteak · · Score: 2, Interesting

      How does cloud computing solve the CPU-GPU bandwidth issues of modern games? Gamers still want to see the game, and at ultra high rez & IQ.

      You mean like the Nintendo Wii?

      --
      [Fuck Beta]
      o0t!
    2. Re:Image bandwidth by Albio · · Score: 1

      Well, the summary does say it's for bleeding edge games.

    3. Re:Image bandwidth by Zakabog · · Score: 1

      How does cloud computing solve the CPU-GPU bandwidth issues of modern games? Gamers still want to see the game, and at ultra high rez & IQ.

      I'd imagine it does all of the CPU-GPU processing off-site, so essentially your video game is just a streaming video that you can control. The quality won't be nearly as good.

      I think this technology is rather pointless, my computer was mid-level 3 years ago and it still plays the newest games just fine. If the person saved that $50 a year and just upgraded their video card every 4 years they'd be fine. They could even buy a used version of what was the "latest and greatest" or with SLI buy a second video card (at a much lower price than the first.)

    4. Re:Image bandwidth by Wovel · · Score: 2, Informative

      Even the summary says the games are rendered by the servers.... The article will tell you they have a proprietary compression algorithm, which will send compressed video for 480p at 1.5mbps and 1080p at 5mbps, and nothing higher...

      I will tell you this all works great inside their offices, and probably not anywhere else on this planet.

    5. Re:Image bandwidth by lymond01 · · Score: 1

      Well a streaming video is generally buffered on your system before it starts playing? How do you buffer something that requires your input first and not present you with any lag?

      I'm currently sporting an Athlon 3700+ (single core) with an overclocked-out-of-the-box 6800GS (a great card for its time, but doesn't register on most benchmark graphs anymore). It does indeed play Half-Life 2, Left4Dead, the original FEAR...all very well if not at the top graphics level (4x AA, etc). I've never put it up against Far Cry or anything terribly new...but FEAR was pretty hefty when it first came out and this card was great. But I did notice that the processor does make a difference -- in some cases more than the video card, depending on what's going on on screen.

    6. Re:Image bandwidth by fuzzyfuzzyfungus · · Score: 1

      I have this unpleasant suspicion that the "proprietary compression algorithm" may well have been pulled out of the same bucket of unalloyed fail that we used to store all those wiz-bang proprietary encryption algorithms back in the bad old days.

    7. Re:Image bandwidth by RulerOf · · Score: 1

      Truth be told, if their server's chips or GPU's are fast enough to deliver constant frame rates at normal resolutions, then it actually has a leg up against the average home computer.

      Also, as these games will be run as workloads on machines that are desgined, by professionals, to run games well, you will actually see a computer games experience that rivals the homogeneity of console gaming.

      I personally thought of this the instant I found out about Citrix Apollo.

      Your game experience at home and mine at home may be great, but I'm an IT professional. Greasemonkeys always have fast cars just like you and I have fast gaming machines... but this is like giving the Average Joe the ability to have a car as fast as a Corvette while still paying for a Kia.

      This is a good idea, and if it's done right (particularly if it can virtualize console games into the fray with MS/Sony partnerships... who knows), they might be right.

      --
      Boot Windows, Linux, and ESX over the network for free.
    8. Re:Image bandwidth by Wovel · · Score: 1

      The other interesting part of the equation will be the server side bandwidth required. A data center supporting just 200 gamers playing HD games at 5Mbps (their numbers, not mine) would need to be able to reliably push out ~1Gbps.

      200 users would be paying about $10k a year. Even if each user brings in an additional $200 a year in revenue from their cut of game sales, we are still not covering the cost of the bandwidth. Add in server depreciation, power, cooling, staff, administrative overhead....

      They can not multicast, the bandwidth required will scale directly with the number of users they have. Sad part is hey may have enough financial backing to get this off the ground which will just leave a bunch of users with games they can't play in a year or two.

    9. Re:Image bandwidth by donaldm · · Score: 1, Insightful

      How does cloud computing solve the CPU-GPU bandwidth issues of modern games? Gamers still want to see the game, and at ultra high rez & IQ.

      You mean like the Nintendo Wii?

      I think he means High Definition 1280x720 (720p) and 1920x1080 (1080p) that the PS3 and Xbox360 are capable of not the Standard definition of 720x480 (NTSC) or 720x576 (PAL) the Wii is only capable of :)

      --
      There ain't no such thing as proprietary standards only proprietary formats. Standards are by definition open.
    10. Re:Image bandwidth by Anonymous Coward · · Score: 0

      I will tell you this all works great inside their offices, and probably not anywhere else on this planet.

      And yet, many big name companies are able to stream HD quality video over the internet... I can watch all sorts of things on google video, some in HD. I can go to Hulu and get tons of HD content. Or Netflix...

      The "omg streaming video requires too much bandwidth" and the "omg streaming video would be laggy and choppy" problem has been solved for a large portion of America. If you live in any decent size city (aka most of the US population), then you have access to broadband with enough bandwidth and low enough latency to handle streaming video.

    11. Re:Image bandwidth by reashlin · · Score: 1

      Because the CPU/GPU are not local. The thin client sat in your living room is nothing more than a sky box with a fancy remote. Hopefully a shit ton faster

    12. Re:Image bandwidth by Anonymous Coward · · Score: 0

      Whoosh...

    13. Re:Image bandwidth by westlake · · Score: 1
      You mean like the Nintendo Wii?

      Nintendo was willing to chance that 480p would be "good enough" for the first-generation Wii, with its emphasis on casual social gaming.

      I don't think that is a bet worth taking the next time around.

    14. Re:Image bandwidth by vertinox · · Score: 1

      How does cloud computing solve the CPU-GPU bandwidth issues of modern games? Gamers still want to see the game, and at ultra high rez & IQ.

      I can't seem to Google the article, but I remember an interview with John Carmack about the future of gaming in 25 years (or maybe how would you truly stop online cheating if given unlimited resources... can't remember at this point) from now and he basically said that it would be basically a mainframe feeding a video feed to a client which basically sends keyboard and mouse commands back to the server.

      So basically I think even though this is a bit early in terms of our bandwidth, its probably the future of gaming if you think about it.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    15. Re:Image bandwidth by tepples · · Score: 1

      my computer was mid-level 3 years ago and it still plays the newest games just fine.

      But what do you do when you have friends over? Can your computer run four virtual machines, each running one copy of the game?

    16. Re:Image bandwidth by relguj9 · · Score: 1

      The article clearly states it's for 480p, 720p and 1080i resolutions ONLY. Nothing aside from resolution is relevant since all computation is done server side. The hardware OR your PC with the browser plugin only needs to decode their streaming video.

  7. Pfffft by gEvil+(beta) · · Score: 0, Redundant

    Cloud gaming? Sounds like vaporware to me...

    --
    This guy's the limit!
    1. Re:Pfffft by jgtg32a · · Score: 1

      That's all clouds are, vapor.

  8. some more hot air? by bjoeg · · Score: 1

    I recall to have heard stories like this years back regarding at least 2 other similar projects.

    All of them ended up being nothing more than a story on the net and a alpha prototype on CeBit.

    Sorry to say, I'll believe it when I see it in the wild.
    Just like when Microsoft years back announced a new gaming platform in developement, where games worked on all types of machines and consoles regardless of their hardware (read Xbox, PS2, Mac and PC).

  9. Been done before.. by Anonymous Coward · · Score: 0

    I have seen systems like this before, its nothing really new or interesting, seems like they simply took and old idea and slapped cloud computing on it to make it sound new and hip. The previous attempts that I have seen on this front all looked promising when they started, however once live, all failed miserably due to various system issues (Lag, wait times, copyright issues, technological issues, etc..).

    If these guys can pull it off, kudos to them, and a job well done, but, I can't help but be a skeptic on this one.

  10. No No No! by godfra · · Score: 5, Insightful

    Fuck the cloud! I don't want all my gaming delivered down the pipe as a metered "service". I like owning hardware, and having the ability to play games without being hooked up to a subscriber model.

    Internet gaming is often subject to ISP drop-outs and traffic shaping. Why would I willingly embrace single-player gaming in the same poor environment?

    1. Re:No No No! by Anonymous Coward · · Score: 0

      Well, step aside then. The next generation doesn't like big upfront costs. They prefer to be suckered in by no-money-down schemes which cost them the same or more in recurring payments. (Think credit card debt without credit cards and without ownership.)

      Implementation details aside, turning products into services is all the rage. "Software as a service" it's called. Games have so far implemented it by moving crucial parts of the game into a server component which is operated by the publisher. There still used to be a client to install, but Quake Live (sort of) does away with that. This makes the service more available and by reaching a wider audience, generates more profit. The next logical step is to eliminate the local hardware requirement. As I said, implementation details aside...

    2. Re:No No No! by lymond01 · · Score: 1

      I don't want all my gaming delivered down the pipe as a metered "service". I like owning hardware, and having the ability to play games without being hooked up to a subscriber model.

      The other shoe you're all waiting to hear drop sounds a lot like, "Get off my lawn!"

    3. Re:No No No! by commodore64_love · · Score: 3, Interesting

      In other words this is RENTAL gaming, not ownership gaming. I prefer to own games, because I tend to play them for years and years (like Final Fantasy 7 or Pirates). Plus owning a game allows me to recover my money later on through the used market.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    4. Re:No No No! by Anonymous Coward · · Score: 0

      Then don't buy it? Buy an X-Box.

    5. Re:No No No! by Anonymous Coward · · Score: 0

      Obviously the company is not targeting you. They are targeting people who are interested/may benefit from such a service. Jesus Christ, get over yourself.

    6. Re:No No No! by Zebedeu · · Score: 1

      Why would I willingly embrace single-player gaming in the same poor environment?

      Because it's both much cheaper and convenient for the average person than the alternative: having all the most recent consoles and the game library.

      Not to speak of other benefits such as:
      1. Not having to risk buying crappy games (even if they had a good demo)
      2. Not having to have n consoles hooked up to your tv
      3. Not having to manage n*x different controllers/acessories, most of them wireless, meaning you must keep them charged

      For me the benefits outweigh the disadvantages (I'm not an avid player), I'm just suspicious if they can pull it off technically and as with all recent media subscription models, I'm expecting that I will find the prices to be too high.

    7. Re:No No No! by tixxit · · Score: 1

      1. Not having to risk buying crappy games (even if they had a good demo)

      They do not provide the games for free. They mention that this opens up different pricing models for games, but certainly make no promises on being able to try games out for cheap.

      3. Not having to manage n*x different controllers/acessories, most of them wireless, meaning you must keep them charged

      I guess you missed their wireless controller, and microconsole. If a game requires accessories with today's systems, why would they not require them with this one? This does absolutely nothing in terms of reducing controller accessories, and if you have the microconsole, doesn't help in the wires & stuff department either.

    8. Re:No No No! by Blakey+Rat · · Score: 1

      Have you considered simply not buying this product when it comes out?

      I don't get why people are so upset about this. Nobody's forcing you to buy this thing, holding a gun to your head. If you don't like it, just don't buy it, and calm the hell down.

    9. Re:No No No! by Zebedeu · · Score: 1

      They do not provide the games for free. They mention that this opens up different pricing models for games, but certainly make no promises on being able to try games out for cheap.

      You're right. It'd probably make it easier to try out the game (no downloads), but the main problem remains.

      I guess you missed their wireless controller, and microconsole. If a game requires accessories with today's systems, why would they not require them with this one? This does absolutely nothing in terms of reducing controller accessories, and if you have the microconsole, doesn't help in the wires & stuff department either.

      It may not eliminate the wireless controllers, but it does reduce the number. At least you (theoretically) don't have to have two controllers for the XBox + 2 for the PS3 + Classic controllers for the Wii.

      Likewise, if the acessories are simmilar (play guitars come to mind) you'd only need one. I seem to remember a lot of bullshit surrounding instruments from Guitar Hero and Rock Band which were basically the same, but made deliberately incompatible (not sure if that got resolved though).

  11. Sounds familiar... by Anonymous Coward · · Score: 0

    http://en.wikipedia.org/wiki/The_Phantom_(game_system)

    *whistles innocently*

    1. Re:Sounds familiar... by Wovel · · Score: 1

      The phantom was a considerably different project that was actually a lot more plausible. The Phantom still intended to render and play downloaded games locally.

      this project is like.. Hey that Phantom worked so well, lets take it one step further...

  12. Whats my FPS? by Anonymous Coward · · Score: 0

    Hey, great Idea! But, Does anyone else notice a problem with this? If all rendering is done on the servers, how fast of a framerate would you get from downloading each frame on a standard DSL/Cable connection?

    To render a frame locally, it takes 1ms. To render and download a frame from the server, will take anywhere between 25ms to 250ms on a good connection. I say good luck with that.

    1. Re:Whats my FPS? by nschubach · · Score: 1

      Working out the math...

      1080p would be:
      1920x * 1080y * 30bpp = 62,208,000 bits/screen
      30 frames per second:
      (62,208,000 * 30) = 1,866,240,000 bps (1.7 Gbps)

      Which is okay if you had no dropped packets and was able to get all your bandwidth, but we all know that never happens. Also, tack on the TCP routing overhead, control communication, the latency you stated (although, I normally get around 16-18ms)...

      A point you make though, the frame would still be rendered on the server end as fast as it would be locally. It would just take your latency to get to you. It would be like a laggy LCD. Tack on LCD lag (if you're on an LCD screen locally) and I think it would be even worse. You have 17-26 ms before your screen gets the information. If your screen is laggy that can add up to 60ms.

      You hit your button, 16 ms later, the server gets it, renders the frame, sends it back, you get it 16 ms later. Thirty-two milliseconds have passed. Your LCD renders it adding another 15-50ms... we are at 47-72ms lag. That is, on a perfect connection.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
  13. This ain't South Korea by javacowboy · · Score: 2, Insightful

    Internet broadband in North America is really pathetic in comparison to the rest of the industrialized world. Canada and the U.S. are falling rapidly behind in broadband penetration and performance.

    How is this service supposed to work reliably in such an environment?

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    This space left intentionally blank.
    1. Re:This ain't South Korea by javacowboy · · Score: 1

      No, it's the $200 billion dollars of U.S. taxpayer that the telcos were supposed to use to build out broadband that they instead chose to bank.

      --
      This space left intentionally blank.
    2. Re:This ain't South Korea by Anonymous Coward · · Score: 0

      And since the banks went kaput and the U.S. government is bailing them out, it means the U.S. government now owns the broadband networks that the telcos were supposed to build.

      Wait, what?

    3. Re:This ain't South Korea by javacowboy · · Score: 1

      I meant "bank" in the sense that the hoarded the money. For all we know, they might have spent it on hoes and yachts and coke. The point is that that they mis-allocated money that was given to them by the government.

      When will they learn that handing out money with no strings attached doesn't really work.

      --
      This space left intentionally blank.
    4. Re:This ain't South Korea by SanityInAnarchy · · Score: 2

      Not really. See my sig.

      Why don't large cities have this already? Manhattan has 1.6 million people packed into 22.6 square miles. Can they get that good a deal?

      Yes, it has something to do with difference in land mass. However, even in high population density areas, the US lags well behind the rest of the world. Comcast would never survive in Japan.

      --
      Don't thank God, thank a doctor!
    5. Re:This ain't South Korea by commodore64_love · · Score: 1

      >>>Canada and the U.S. are falling rapidly behind in broadband

      Not really. Canada and the U.S. are on par with other continent-sized federations. In fact the EU and US are essentially tied, not that far behind (4th place) smaller nations like Korea or Japan (1st and 2nd). They are both ahead of larger nations like China or Mexico:

      Korea 18 Mbit/s
      Japan 16
      Russian Federation 7
      European Union, United States 6
      Canada, Australia 5
      Brazil, China 2
      Mexico 1 Mbit/s

      And if you prefer to look on a state-by-state basis of the EU, US, and Canada then you get:
      1 Sweden 11 Mbit/s
      2 Delaware 10
      3 Washington 9
      4 Netherlands,RI,NJ,MA 8
      5 VA,NY,CO,CT,AZ,Germany, British Columbia, Nova Scotia 7 Mbit/s

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    6. Re:This ain't South Korea by mr_mischief · · Score: 1

      Which politicians have failed reelection for handing out money?

  14. Single Player only? by Anonymous Coward · · Score: 0

    This would be restricted to single player games huh? No way am I uploading that info and downloading a stream while also playing on a full 32 person server.

    1. Re:Single Player only? by Darknight · · Score: 1

      This would be restricted to single player games huh? No way am I uploading that info and downloading a stream while also playing on a full 32 person server.

      No, it is also for multiplayer games. This was demoed at the GDC. Check out IGN or G4 for some multiplayer Crysis gameplay footage.

      --
      ________________________________ ___ _________ __ _______ _ ____ __ _ __ Darknight / _ \___ ____
  15. What is likely to happen by Anonymous Coward · · Score: 0

    Once decent enough pipes hit a large enough audience, all PC's / Consoles simply become a thin client to the cloud. Piracy will be eliminated as there never will be any actual software distribution. You pay the monthly fee to get access to your game of choice, you have access. You don't? Sorry, no more access. Just a world full of dumb terminals

    1. Re:What is likely to happen by PrescriptionWarning · · Score: 1

      what if people make a pirated server that can be connected to for free, and play all the games for free?

    2. Re:What is likely to happen by Sait-kun · · Score: 2, Insightful

      Then they would be broke within a very short time unless its for a very small group of people even streaming one single game will take a huge amount of bandwidth.

    3. Re:What is likely to happen by mr_mischief · · Score: 1

      Scott McNealy? Get back to the merger talks with IBM! The network still isn't the computer. The computer is the computer, and the network still lets it talk to other computers. The bus is still faster than the telco.

    4. Re:What is likely to happen by triffid_98 · · Score: 1
      That's essentially what people were doing with the gamecube before they developed a good modchip for it. You'd set up a connection to your PC, stream the game off of that instead of the game disc and play.

      Since this is a local network, bandwidth/latency shouldn't be much of a problem.

      what if people make a pirated server that can be connected to for free, and play all the games for free?

  16. How about user maps and mods and LAN play? by Joe+The+Dragon · · Score: 1

    How about user maps and mods and LAN play?

    talking about lag LAN play is still much better then on line play even if you have a low ping.

  17. Graphics bottleneck... by Last_Available_Usern · · Score: 1

    If the far-end is doing all the "hard work", that makes the front-end nothing more then a dummy terminal. How on earth do they expect to stream that kind of imaging data to every console? It's a little differnt when it's TV and you're sending everyone the same thing. I can't even imagine how awful the latency will be. On consoles you don't notice it *as* much because it all looks real-time on your screen, even though you might be a half-secon behind the server, but with this, that delay would be translated on your screen. Imagine trying to navigate a map with complicated movements and every action you perform is lagged by a half second or more. It seems trivial, but it reality it would probably be very disorienting.

    1. Re:Graphics bottleneck... by TheRaven64 · · Score: 4, Interesting

      Depends on how dumb the front end is. Remote OpenGL is quite usable. OpenGL inherently has a client-server architecture. In the most common use, the server is on the graphics card and the client is on the CPU, but you can put the server on a different machine (and a lot of people do) and still get good performance. I ran GLQuake over a (shared) 10Mb/s network a few years ago and it performed quite well. This would work okay on the kind of asymmetric link you get at home, because you're pulling down lots of data (textures, geometry, and so on) but only sending up simple events (mouse moved, key pressed). If the client is just an X server supporting AIGLX with a decent local GPU, then this is feasible. The 'microconsole' could just be a simple *NIX system running X.org and a simple local app for connecting. X.org already runs on OS X and Windows, and so the same code could be used on all platforms.

      --
      I am TheRaven on Soylent News
    2. Re:Graphics bottleneck... by Anonymous Coward · · Score: 0

      Agreed, but only for OpenGL games. I don't know of a way to transport DirectX over OpenGL except for wine.

    3. Re:Graphics bottleneck... by Lonewolf666 · · Score: 1

      In this case, the front end seems to be pretty dumb. While TFA does not give the exact specs of the hardware, the small size and the micro USB power connector imply that there is no "decent GPU" available. I guess the microconsole has hardware acceleration for decompressing MPEG-2, or at best those parts of MPEG-4 that are necessary to stream audio/video. TFA also states that all the rendering is done server-side.

      --
      C - the footgun of programming languages
    4. Re:Graphics bottleneck... by relguj9 · · Score: 1

      I think people here prefer to speculate on the summary rather than read the article. 90% of the posts I've seen are just dead wrong speculation that's detailed in the article.

      From TFA though, they aren't using MPEG-X, they are using proprietary video encoding to transmit their video at a relatively low bandwidth.

      I do agree with your speculation that the hardware is very dumb, the video part likely just decodes their compressed video and streams it to the outputs.

    5. Re:Graphics bottleneck... by malloc · · Score: 1

      Remote OpenGL is quite usable.

      Yes, OpenGL over the X transport (GLX) works fine and for low render-rate apps . However, in the context of this whole discussion it is pointless.

      • Right up front, the reason for the cloud is so that the end user can have a sucky graphics card and it will still look beautiful. The moment you transport OpenGL to the desktop you need the consumer having a card capable of rendering it.
      • More technically interesting, indirect OpenGL (AKA over GLX transport) has a massive performance cost. E.g. your glVertex() call that in direct rendering mode only needs to push a few bytes into memory suddenly needs to encode the call into GLX protocol, send it over a transport, and the server needs to loop over each render op, dispatching the GLX protocol back into a glVertex(). If your scene has a million vertex points you add a huge cost by going indirect.

      -Malloc

      --
      ___________________ I want to be free()!
    6. Re:Graphics bottleneck... by Anonymous Coward · · Score: 0

      That's just missing the whole point of not needing to update one's hardware, as they claim.

  18. Re:World of Warcraft by Anonymous Coward · · Score: 0

    Except that you're waiting for the server to render your next frame. It will be like watching a youtube video that cuts out every few seconds to buffer.

  19. You can't stop progress! by Drakkenmensch · · Score: 1

    How much bandwidth does it take to stream down my extra 8 gigs of RAM and 2 gig Nvidia 198000 GTXZZZ video card to play the latest Cry engine games?

    1. Re:You can't stop progress! by dtml-try+MyNick · · Score: 1

      So....

      Now I have to ask my ISP if they have a subscrition plan that can run Crysis?
      *confused*

      --
      Life starts at the end of your comfort zone.
  20. Wait... by MistrBlank · · Score: 1

    They want me to pay $50 a year for it. Then they want me to pay for games separately (assuming Steam is supposed to join) via download. This sounds exactly like the current XBox model. What is different or revolutionary about this?

    On top of that, the games already stretch the hardware to the limit, so where are we getting this extra computing power?

    How do they exactly plan on getting over the graphics rendering and control response hurdles that do not respond well to lag let alone network lag.

    This is fail. Next please.

    1. Re:Wait... by Anonymous Coward · · Score: 0

      Whoever decided that fail was a noun is fail.

    2. Re:Wait... by dave420 · · Score: 1

      "How is it different?"?? I know this is slashdot, but at least try to read the summary! It's cross-platform, doesn't require hardware (you can play in a plugin in your browser), and you never have to upgrade your console to play new games. Obviously I'm flogging a dead horse trying to get you to understand something you clearly find repugnant, but hey - as I said, I know this is slashdot.

  21. Massive bandwidth requirements by Turzyx · · Score: 2, Interesting

    At a modest resolution of 1024x768 and a playably smooth 25fps, we're talking 20Mbps bandwidth uncompressed. Adding compression to the mix will reduce the overhead sure, but seriously sacrifice the image quality. I don't believe the internet infrastructure could support more than even a handful of gamers in the same street playing lag free, not to mention being totally prohibitively expensive for those on metered or 'traffic shaped' broadband solutions. It's a nice idea (old) idea though.

    1. Re:Massive bandwidth requirements by thegrassyknowl · · Score: 1

      Modern LCD panels are 1920x1280 @ 60FPS, so let's increase your numbers a bit.

      --
      I drink to make other people interesting!
    2. Re:Massive bandwidth requirements by jibster · · Score: 1

      Quick Calculation:

      1024 x 768 x 25fps x 32bit colour = 629,145,600 = 629 Mps

      24 bit colour gives 472 Mps

      16 bit colour gives 314 Mps

      or am I missing something really sill?

    3. Re:Massive bandwidth requirements by zwei2stein · · Score: 1

      Yes. My current ping to Google is 400ms.

      Good luck selling me online game.

      Scratch that.

      Good luck convincing me to play one for free.

      Err, no, try again.

      Good luck guessing how much you would have to pay me to play one.

      --
      -- Technology for the sake of technology is as pathetic as eschewing technology because it's technology.
    4. Re:Massive bandwidth requirements by tixxit · · Score: 1

      Yes, it uses video compression.

    5. Re:Massive bandwidth requirements by jibster · · Score: 1

      At a modest resolution of 1024x768 and a playably smooth 25fps, we're talking 20Mbps bandwidth uncompressed.

      Read the parent. We are talking uncompressed video here.

    6. Re:Massive bandwidth requirements by Darknight · · Score: 1

      Maybe, but then the Parent isn't talking about TFA, because the system in question IS using compressed video.

      --
      ________________________________ ___ _________ __ _______ _ ____ __ _ __ Darknight / _ \___ ____
  22. With new "Low-latency HD Video" by e2d2 · · Score: 4, Interesting

    I love how their network diagram in that article states "Low-latency HD video". As if it's a new technology. Wow, you have low-latency! I didn't even know that was out.

    This is a pipe dream until they can prove this works. I want to see physical tests, not PR.

    1. Re:With new "Low-latency HD Video" by Anonymous Coward · · Score: 0

      http://www.gcluster.com/

      They've been doing this for years, successfully. Of course it's not fast enough to play something like Quake 3 Arena but for example driving games work (amazingly well, in fact).

    2. Re:With new "Low-latency HD Video" by FakeSquirrel · · Score: 1

      Absolutely. The networks we have will not support unique HD video streams to each home. Also, there are latency and connection reliability problems. The probability of this not being bullshit to scam investors with is very small.

    3. Re:With new "Low-latency HD Video" by HideyoshiJP · · Score: 1

      Low-latency HD Video... read: Incredibly lossy/blocky upscaled pile of poop.

    4. Re:With new "Low-latency HD Video" by black_lbi · · Score: 1

      The guys from Kotaku tested it. You can read about it here: http://kotaku.com/5181300/onlive-makes-pc-upgrades-extinct-lets-you-play-crysis-on-your-tv
      Basically, they were impressed with how well it worked, but acknowledged the fact that there were only a few hundred internal beta testers using the system in a controlled environment at the same time.

    5. Re:With new "Low-latency HD Video" by Tony+Hoyle · · Score: 1

      In other words they were playing over a carefully setup gigabit LAN.

      Hell, *I* could set something up that would work acceptably in that environment given a day or twos notice. Can I have my million of VC money now?

    6. Re:With new "Low-latency HD Video" by e2d2 · · Score: 1

      Thanks for the link, I'm impressed they actually got decent results, even over a local network I'd be impressed frankly. It's impossible to compare a nice GPU bus to a network connection, but if it even gets remotely close I'll be very impressed.

      I think this may have a future, but it's gonna be very bandwidth dependent obviously. Once the infrastructure for "huge" bandwidth is in place I think we'll see more similar things pop up.

      p2p GPU processing anyone?

    7. Re:With new "Low-latency HD Video" by BikeHelmet · · Score: 1

      They're probably using powerful GPUs to encode the video streams in realtime. It only takes a couple miliseconds to encode a frame with reasonably good quality.

      Where you get the huge latency is where you'd expect - sending input and video over the internet.

    8. Re:With new "Low-latency HD Video" by HalcyonJedi · · Score: 1

      I watched a 45 minute live presentation from GDC last night on this, and it looks very promising... they demoed the hardware and software and even did some online deathmatch in World in Conflict I believe it was... 1 guy was using the AV dongle and wireless controller while the other guy was using the web browser plug-in from a laptop. Gamespot also said they got to try out Burnout Paradise and Crysis at max resolutions and it ran with very few hiccups... granted, nothing is proof-positive until the general public gets their hands on it; but they are offering signups for the beta which begins in May. Judging by the presentation and articles I've read so far, these guys might actually be able to pull this off - I'm not entirely on the bandwagon as of yet, but I think it's definitely something to keep your eyes on.

  23. How about no? by Anonymous Coward · · Score: 0

    People like me like their gaming on their own terms. It's how I watch TV, it's how I game.

    I rarely play online games mostly for that reason [that and I hate most other online gamers]. When I have 30 mins to spare in my evening, I just want to turn on the console and play. Not hope there are other players around, or that the "cloud server" is up to process my requests, or my net connection fast enough to cope.

    Just turn the damn box on, play, turn it off.

    What they *could* do is start working towards standardized APIs so that the different companies could compete on the merits of their hardware decisions, and not their proprietary software lockin.

    There is no reason why an OpenGL stack wouldn't work on both the PS3 and Xbox360. I don't know if they use it in fact, but I doubt it. As a result, you have games that require companies to write their own portable stacks [or, more likely, suffer vendor lockin as it's too costly].

    And for fuck sake, can we go 2 weeks without "cloud" computing floating around?

    It's a nonsense idea right up there with "every workstation will be a dumb terminal" notion. Some^H^H^H^H most of the time having resources local as opposed to remote is more beneficial.

  24. Comming soon. by zLaSh · · Score: 0

    Duke Nukem Forever will be a launch game for this plataform.

    1. Re:Comming soon. by Anonymous Coward · · Score: 0

      Sweet! I can't wait to see the DK: Forever gameplay footage on this service!!! Note: This sarcasm is brought to you by the letters F, U, C, K and the number 9.

    2. Re:Comming soon. by joelmax · · Score: 1

      Sweet! I can't wait to see the DK: Forever gameplay footage on this service!!! Note: This sarcasm is brought to you by the letters F, U, C, K and the number 9.

      I fail at html tagging it seems..

  25. Lag by Rik+Sweeney · · Score: 1

    Even the slightest bit of lag will make this unusable. Imagine playing something like Street Fighter or any game that requires you to make cat like reflexes, it just won't work. It'll probably be OK for something like a point and click game such as Monkey Island, but trying to pull off one of those lengthy combos in Street Fighter IV's Trial Challenge just isn't going to happen.

    Maybe in 20 years?

    1. Re:Lag by grodzix · · Score: 1

      Believe me, light isn't going to be any faster in 20 years. It will be impossible to decrease lag under certain amount and you know, number of networked devices will increase and it's not going to help with lag issue.

      --
      My Windows is NOT slow, it's special!
  26. No longer hostage to 360 and ps3 "cheap"ware by AHuxley · · Score: 1

    640p games will be a thing of the past.
    Finally game designers will be able to select larger world size, add more monsters and use HD texture sizes.

    --
    Domestic spying is now "Benign Information Gathering"
    1. Re:No longer hostage to 360 and ps3 "cheap"ware by Anonymous Coward · · Score: 0

      And then compress the hell out of the broadcast back to the client to save on bandwidth. It'll be Comcastic!

    2. Re:No longer hostage to 360 and ps3 "cheap"ware by flitty · · Score: 1

      Too bad you'll only be watching a crappy Youtube Quality video (an HD Youtube quality if your pipe is big enough) of those high rez textures. If you are worried about 640p vs 720p vs 1080p, move along, this isn't the console you're looking for.

      --
      Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
    3. Re:No longer hostage to 360 and ps3 "cheap"ware by Spatial · · Score: 1

      I wouldn't get your hopes up. The 360 and PS3 aren't much on a cutting-edge PC, but they aren't weak either. The processing and bandwidth requirements per customer would be astronomical with that kind of detail. If it weren't, you'd have it locally already. And since it's a service industry, the quality produced will be the lowest level the majority of customers will tolerate, in order to maximise profits.

  27. Bull, YOU Still Need the Graphics Card by Maarek+Stele · · Score: 1

    no matter what the content is, if you don't have a powerful enough GPU, than you can't play the game at the speeds other people play it at.

    Yes, a X1900, or NVIDIA 2700 is the mid level for now. Once the next gen graphics and content come out, you need to go higher. Taking no one or 2, but 3 steps higher for a card to last 3 to 5 years.

    --
    "Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind." -Dr. Seuss
  28. Not just yet by Anonymous Coward · · Score: 0

    this is completely un-feasible until we all have ultra low latency gigabit fibres to our homes. even then, it's still a stupid idea.

    try powering (and cooling) a server rendering 64 screens of high resolution game image at 60 frames per second, as well as processing AI and input. the daily cost of such an operation would be monumentally high.

  29. Cloud!?! by Dusty00 · · Score: 1

    Am I the only one who's tired of hearing that buzzword being thrown around like it actually means something?

    1. Re:Cloud!?! by Anonymous Coward · · Score: 0

      You're not... The sky is getting cloudy over MySpace corporate office as well.

    2. Re:Cloud!?! by whoop · · Score: 1

      Just wait until Cloud 2.0. Man, that is going to be AMAZING!

  30. Oh God no by Anonymous Coward · · Score: 0

    I've had enough trouble tunneling X11 over a LAN, streaming a game [what does that mean, video??] over the Internet will not work for a long time. There is way too much latency.

    Even playing something turn-based would be a pain in the ass because you have to wait for each button press to reach the server and echo back before you can do anything else.

  31. Real world? by Anonymous Coward · · Score: 0

    A lot of these demos look impressive but what's going to happen in the real world? ISPs in the US suck as far as reliability (especially cable. I'm looking at you Comcast.) I can play a game I own the hardware for pretty much whenever I want. OK maybe not if it's a game that's based on network connectivity, but not everything is MMORPG.

    Maybe lag won't be an issue, but even if it's what might be small for a low intensity game, if I'm playing a twitch shooter I don't know if I want to rely on the latency between me and a datacenter 1000 miles away that's going through a bunch of hops on the interwebs.

    I hope they succeed. It could be sweet but I have my doubts.

  32. It's gonna fly off the shelves by jaimz22 · · Score: 0

    just like the phantom game console did!

  33. Sega Channel by Rudy+Rodarte · · Score: 1

    It's like Sega Channel 2009! Sweet.

  34. Re:World of Warcraft by gazbo · · Score: 3, Funny

    It is so utterly, utterly unlike an MMORPG that I can only assume that your comment was the result of a cat walking across the keyboard. I realise the probability of a cat hitting the keys necessary to compose such a message are vanishingly small, but I prefer to believe that over facing the possibility that people with such poor reading comprehension skills are allowed to use computers unsupervised.

  35. Re:World of Warcraft by Anonymous Coward · · Score: 0

    Yeah, you won't even get to watch people running in place when the server flakes out on you.

  36. I can't wait! by MrKaos · · Score: 1

    I'm sure that this new system from Microsoft will work flawlessly with my PS2 running Lunix!!!

    --
    My ism, it's full of beliefs.
  37. So its... by asm2750 · · Score: 1

    ..like what the phantom would have been if all the intensive stuff was ran on a server. Interestesting, but I would rather have an actual console to play my games. This would be fun for xbox arcade like games but, nothing really 3d intensive.

  38. Pie in the sky by grodzix · · Score: 1

    Cloud seems to be a very popular buzz word recently.

    I bet that it would kind of a dream for many people as it provides them with steady money income (it would be something like xbox live that you have to pay for access to it) and would have no piracy (if you don't run it on your hardware you don't require copy of game). No way to resell disc with game, no way to lend disc to your friend.

    However, some limitations would have to be overcome first. Speed of light isn't that high you it's about electronics and internet is still not the most reliable thing under the sun (it's often for me that one day you tube video plays like a dream but other day it buffers and buffers and buffers).

    --
    My Windows is NOT slow, it's special!
  39. Cool Idea but... by Anonymous Coward · · Score: 0

    The US and just about the entire world is in a deep recession and possibly a depression. I don't know about you but I aim to reduce my monthly bills. That means... drop my nEhannced Digital TV service,
    go with basic cable + internet instead. I dropped my
    phone landline carrier, switched to Vonage, dropped my private cellphone... I use my employer supplied cell phone for emergencies. Paid off our credit card debt.. 0 balance. traded in my awd honda elemen, got a 2009 pontiac vibe gt, dropped XM radio.. I listen to my IPOD in my car anyway. I don't want to pay a monthly service for gaming. I might play games 2 days out of a month that is it. I've got a life. I'm not going to pay $10/month to paly games. If I want to play a game I'll play a free openesource game on my linux
    desktop or a free game on my wii.

    1. Re:Cool Idea but... by Wovel · · Score: 1

      Man, I can't believe you listed TV as like the first thing you got rid of. Are you Canadian!?

    2. Re:Cool Idea but... by Anonymous Coward · · Score: 0

      Nope... I just think Television + Internet isn't worth $124/month! I may just drop to just internet soon, go with Air broadcasts and stream whatever else.

  40. scifi by marcuz · · Score: 1

    This is the distant future but we are living in the present. Its a great idea and cloud services will run games, media stuff or anything else in the future for sure. games are the hardest nuts to crack - we don't have sufficient hardware and most importantly network capabilities to be able to offer this service with quality comparable to any game console. the main point would be the lag I would say plus bandwidth will be too much. The other factor is that this economy needs to profit from hardware - its not the right time for this.

  41. Re:World of Warcraft by Sait-kun · · Score: 1

    The difference is huge, actually WoW could be played with this service the difference would be you can basically have an pc that is below the minimum requirements of the game and still play it on high end settings and a high resolution without any issues. That is the whole idea behind this, basically the game is run on a very high end pc then only the video is streamed to you so you move all the cpu, gpu, memory etc requirements to only bandwidth requirement. Of course this concept will have many issues to overcome one and most important one is to be able to ALWAYS be able to provide enough low latency bandwidth to you in order to keep the game lag free.

  42. Re:World of Warcraft by Anonymous Coward · · Score: 0

    *whoooooooosh*

    In case you didn't get that, that was the sound of sarcasm flying past you.

  43. X11 by MrKaos · · Score: 1
    It's almost like X11 for games in the home. I wonder if X11 and OpenGL would be fast enough to do this and the latency/bandwidth of DSL lines be handled for the games?

    I got a sense of vapour product from the article - but I'm tired so I might of missed something.

    --
    My ism, it's full of beliefs.
  44. pre emptive AI by theeddie55 · · Score: 1

    the only way such a system can work is if pre emptive AI becomes a whole lot better than it is at the moment. Pre emptive AI is the reason why, in multiplayer games, other players will appear to jump around, the computer tries to predict what other players will do, then corrects play later if it was wrong. This we can usually live with, the effect is less noticable with players further away from you within the game. For this system to work it would have to show you how it pre empts your own reactions which with the current state of pre emptive AI would make a fast paced game almost unplayable.

  45. Zeebo - brazilian console 100% online by Anonymous Coward · · Score: 1, Interesting

    As a brazilian, i'm proud to introduce to the slashdot comunity the first brazilian video game console, 100% online content distibution: http://www.zeebo.com.br . From Tectoy, former SEGA distibutor in Brazil.

  46. I can't even imagine by bmwEnthusiast · · Score: 1

    My latency in gaming online is already bad enough on my 5 meg cable. Ever try playing a driving game online. LOL. Disconnects and uber lag should be this services tag line. As mentioned in another post above, input lag time will also be a serious issue they will have to overcome. If they are streaming HD Video as the game, real time input will not exist.

  47. Lovely idea by Andtalath · · Score: 1

    Not so sure that it works though.
    However, this is exactly how it should be, provided that they actually do it right.

  48. OnLive Launch Packaged With Duke Nukem Forever by CyberSlammer · · Score: 0

    Early reports guarantee this will be a huge hit and will be released ahead of schedule!

  49. Time will tell ... by gordguide · · Score: 1, Insightful

    Lots of comments here about potential roadblocks, stutters and genuine questions about viability. I'll leave that to everyone else, and just say this:

    If this works (and time will tell), for fifty bucks a year, all in, I'm buying. It's that simple.

    And so will everyone else. Like I said, maybe there are issues ... I don't know. But there is a huge potential for a paradigm shift here, and let there be no doubt that these guys will have all the heavyweights breathing down their necks. Lawsuits on one side, competing services on the other. Someone, eventually, will win out, though.

    Hopefully gamers will chose the lesser of the evils, the truly bad choices have to admit defeat and give up, and we're left with a win for the consumer, for a change.

    I don't really know why, but for some reason this reminds me of the old Chinese curse: "May you live in interesting times."

    1. Re:Time will tell ... by bFusion · · Score: 1

      I have a fear that the $50/year is just to USE the service and the games themselves would be an additional charge.

      Honestly, I feel that this would be a great service if the issues everyone else is mentioning are ironed out.

      If nothing else, if it does go mainstream, I'd be interested in checking it out.

    2. Re:Time will tell ... by Spatial · · Score: 1

      Insert a 'choose two' adage here. Quality will be poor, necessitated by such a low price. You'll also surrender control completely; there will be no resale of games, you won't own anything but a set-top box, and you'll be completely dependent on them to play. Naturally there will be no uptime guarantees either. Hardly a "win for the consumer." It's a trade-off, control and quality dropped in exchange for a lower price.

      You're right though, people will buy it en masse if it's marketed correctly. As Microsoft demonstrated with the Xbox 360, quality is almost irrelevant. Price matters.

  50. Here's what it means: by SanityInAnarchy · · Score: 1, Informative

    I was looking for somewhere to attach this comment, and you're it.

    "Cloud" is the modern term for a mainframe, time-sharing-like model.

    One advantage is that your data lives on a server somewhere, meaning someone else is responsible for backup, and you can access it from any "terminal" (typically a web browser, but could also be things like the Steam client).

    Another advantage is a potential pricing model for developers -- Amazon EC2 charges per hour of server time used, at a very flat rate. If you only use an hour, you only pay ten cents.

    The big advantage of an infrastructure like EC2 is shown in pathological cases, like websites which tend to receive more traffic at certain times of the day. So every night, you can shut down whatever capacity you don't need, and stop paying for it -- and Amazon can then allocate it to someone else who needs it at that time, possibly overnight.

    At a different level, you see the same pattern with web applications -- you don't need a computer more powerful than it needs to be to run Firefox. The server can do whatever computing you need that isn't already happening locally -- but most GUI apps spend a lot of time waiting for the user. So when you do a search in Gmail, that takes some server CPU -- but while you're examining the results, that server is off running someone else's search.

    Here's the problem: None of these advantages apply to these guys.

    The "my data is elsewhere" advantage is irrelevant. Steam already provides this. So long as I remember a username and password, I can download all my Steam games, along with all their savegames and settings.

    The idea that a piece of hardware might not fully be utilized by a single user, and could thus be re-allocated, is similarly irrelevant here. Unless they have some sort of weird economies of scale where one video card can serve a thousand users, and cost less than a thousand times the cost of one normal video card... they're pretty much stuck with one machine per gamer.

    And since these machines will have to be geographically close to the gamer to be at all viable, there's going to be very little gain from half the gamers going to sleep just as the other half wakes up. You're still going to get the bulk of your traffic from large groups of gamers coming home and logging in at about the same time.

    The only advantage is the not-having-to-think-about-maintenance bit, which is pretty weak against consoles. A console is something even John Q. Gamer can unpack and plug in himself. Having to do it every four years is really not that big a deal.

    So that's a very long way of saying: I agree with you, "cloud" is being abused. This is clearly someone trying to cash in on the buzzword, without really understanding what it's good for -- it would be like creating an XML representation of a waveform from a sound file.

    This doesn't mean XML is worthless, or that it lacks meaning. It just means that someone drank a little too much kool-aid.

    Similarly, "cloud computing", as vague as it can be, is really about a couple of related concepts that are concrete enough to write down. This is just something that it's really not suited for.

    --
    Don't thank God, thank a doctor!
  51. Limitations by Khaloroma · · Score: 1

    It seems to me that the limitations of this would be astronomical in terms of what you could play. I have seen games run via cloud computing methods that have been compiled for such a use, however that is a very significant and difficult task, especially if you have to reverse-engineer or cross over to make a game function in such a way.

    Furthermore, bandwidth is the real issue here. Yes, the majority of us have broadband internet, but this gets very tricky when we factor in packet shaping, especially for peak hours. Playing games that are very time-flexible are almost un-noticeable, but when you attempt to play an FPS game that requires SLI/Crossfire to run at max settings, you're talking about a LOT of data. If you did the "heavy lifting" server side, you would still have to transmit that data out, which I'm assuming is going to be the real choking point. If the data can cross from server-to-user with just a couple hundred ms of latency, they will have a fighting chance, otherwise it's just a waste of time.

  52. escalation by Comboman · · Score: 1

    - Then the game companies get the server shut down. - Then the pirates move the server to country with more relaxed copyright laws. - Then game companies get ISPs to block access to the server. - Then the pirate server uses encrypted packets, etc. - Then blocking software gets smarter. - Then ...

    --
    Support Right To Repair Legislation.
  53. AWS, Azure by gcnaddict · · Score: 2, Interesting

    Cloud computing as a whole is vaporware

    Amazon Web Services and Windows Azure beg to differ.

    --
    Viable Slashdot alternatives: https://pipedot.org/ and http://soylentnews.org/
    1. Re:AWS, Azure by poetmatt · · Score: 1

      Okay, so as a whole with those two, remind me what cannot be achieved by a remote VM? I'm not disagreeing with you, just curious.

    2. Re:AWS, Azure by Anonymous Coward · · Score: 0

      Well a remote VM is basically Amazon ECC.

      What those services provide is an easy way to develop highly scalable applications. For example, Amazon S3 supports unlimited storage, something pretty hard to get from a VM.

    3. Re:AWS, Azure by SanityInAnarchy · · Score: 1

      I don't know about Windows Azure, so I can only speak about Amazon Web Services...

      It's all about pricing.

      That's it. You can skip the rest of this post unless you're interested in specifics. But the entire thing is about flexible pricing of server hosting. Specifically, traditional hosting bills by the month -- AWS bills by the hour for VMs, and by how much you actually use (per gig of bandwidth/storage).

      Let me put it this way: Compare just Amazon EC2 + S3 + EBS to Slicehost, which sells remote VMs. For the purposes of this argument, I'm comparing an EC2 Small Instance to a Slicehost 1 gig slice. Here are the main differences:

      Slicehost is billed by the month. With that 1 gig instance, you will pay $70/mo, no matter how much you use. If you need to scale up, you might bump up to a 2 gig slice and pay $130/mo, or go higher...

      Here's the most important difference: EC2 is billed by the hour.

      Let's suppose you're using that instance to run some sort of business app that needs to be online during working hours -- so, 8 hours a day. Round it up to 10 hours to allow some flexibility, but suppose you shut it down every night. It now costs 10 cents an hour, times 10 hours a day, times 30 days a month = $30/mo.

      Or, let's suppose you get Slashdotted. You can scale up from 2 VMs to 20 in a matter of minutes, run those 20 VMs for a day or so until the Slashdot effect dies down, then shut down the extra capacity. A quick calculation: 24 hours * 10 cents/hour * 18 extra VMs = $43.20. Compare to Slicehost's billing by the month, and 18 extra VMs * $70/mo = $1260.

      Now, they aren't strictly comparable. You can investigate the differences yourself, but it roughly works like this: You get 1.5 gigs of RAM with EC2, vs 1 gig with that slice. You get 40 gigs of disk space on the slice, on RAID 10 -- it's not meant to ever go down. You get 160 gigs of disk space with EC2, but if anything happens to the hardware, your instance, and all its storage, could go away.

      That sounds dangerous, and it is. But in practice, this doesn't happen often, and you can cover for it by creating redundant instances, or backing up to S3 -- and redundancy/backup is what you have to do anyway, to cover any hardware failure. EC2 just makes it more explicit.

      S3 is the same kind of pricing model, extended to storage -- you pay 10 cents per gig per month, but that seems to scale with precisely however long you store it. If you need 100 gigs for 3 days, that'd cost about $1, the same as 10 gigs for 30 days.

      Slicehost provides bandwidth as part of the cost of a slice -- that 1 gig slice comes with 400 gigs of bandwidth. Overages are 30 cents/gig.

      None of the Amazon Web Services include any bandwidth -- that's charged as-needed. Last I checked, it's 10 cents/gig to upload to AWS, 17 cents/gig to download from AWS. However, services within AWS typically have free bandwidth to/from EC2 -- so it's essentially free to download 10 gigs from S3, change it locally, then upload the changed version back to S3.

      The one serious downside, for a long time, was the fact that S3 is built on HTTP, and is very limited in what it lets you do. For instance, you can't really run a traditional database off S3. What you'd have to do with MySQL is, run two instances, a master and a slave, and occasionally have the slave dump itself to S3.

      EBS (Elastic Block Store) provides a local block device to an EC2 instance, which can easily be snapshotted to EC2, cloned to another instance, or detached from one instance and then reattached to another. It costs ten cents per gig per month of allocated space, plus ten cents per million IO requests.

      Except unlike the local instance storage, EBS is actually quite reliable, even if you don't take snapshots and such.

      So that means, if you suddenly feel the need to attach a terabyte disk to your instance for three days, that's $10.

      What does this all mean?

      Well, you should know by now: Absolutely not vaporware. Whether it makes sense depends great

      --
      Don't thank God, thank a doctor!
  54. Okay by ledow · · Score: 1

    I realise I'm oversimplifying this a bit but what you're suggesting is:

    Games over VNC. (or other similar technology, e.g. RDP, X-Windows protocols etc.)

    Okay. No problem with that. You can even do 3D acceleration with local hardware running remote programs, vice versa and all sorts of fancy stuff. The problem, though, is the next logical step they have taken:

    Games over VNC via the Internet.

    Not being funny but on a bog-standard DSL business line communicating with a bog-standard DSL consumer line, if my VNC isn't in one of the ridiculously limited colour modes and high compression, it struggles. Sure, I can do 24-bit colour etc. but my FPS drop even on an empty-ish desktop. Both lines are capable of 8MBps and both touch that in real life, on idle networks, and both have 2Mbps upstream.

    So their claim of "only 1.5Mbps" is pushing it a bit for "real-time" traffic, especially if they are relying on MPEG compression of highly-graphical scenes. Now, I *can* stream movies and TV-shows from the Internet at phenomenal rates and I can get full-screen (non-HD), full motion video quite easily. However, I usually have at least a 5-second buffer on such things because otherwise it gets about a second into the stream and then just stutters constantly. I assume that's because trying to do "real-time" streaming is much, much, much harder than just streaming a video by brute force.

    You can *already* demonstrate this with VideoLAN and some sticky tape if you can be bothered - you can stream anything but trying to keep it in synch requires a lot more bandwidth and effort than just the video and normally relies on heavy buffering and synching "in the past" (i.e. buffer 5 seconds ahead at all times, but just co-ordinate what frame should be shown *now*). That can't happen on a real-time-response game, and as pointed out by many, the latencies are already horrendous once you get out onto the net (the best latency I get to a remote location is about 10-15ms, and that's not even leaving my ISP).

    It's a wonderful idea, it really is. But if it was remotely plausible, Nintendo would have done it with their Wii originally, had it as a bolt-on, or be announcing it for their successor. Wii is the perfect machine for this - network connected, in the home, connected to the TV, payment infrastructure already in place, online gaming, games are quite small and downloadable, little backing storage to reduce costs, etc. You could even offload the GL parts to the local hardware rather than trying to create a super-server somewhere just yet (there's a version of X-Windows that can do this already). But the fact is that it would be *fantastic* for something like, say, a gaming cybercafe. And then it's usefulness stops dead. And in that sort of arena, you're looking at it being orders of magnitude cheaper and easier to just slap a real computer on each seat.

    I wouldn't even like to THINK of the 3D calculations and rendering that would have to be done for even a simple point-and-shoot running over the Internet from 16 or 32 different points of view, the MPEG'ing the result and then trying to stream it to 32 different people in under, say, 50ms. Sure, you can just build a server farm packed full of GPU's, but you're looking at one GPU per simultaneous customer, and it would have to be able to handle quite modern games and be upgraded constantly. Then the infrastructure (bandwidth alone! 1.5Mbps to each simultaneous online customer. Wow!), codec licensing, etc. You'd never be able to even do it for $29.99 a month, even if it was terrible and you had to cutback.

    Just the bandwidth - a 1.5Mbps, uncacheable, non-multicastable stream to, say, 2000 simultaneous users - that would be 3Gbps.

    According to my ISP, quite a large ISP owned by British Telecom now, the iPlayer application is a big bandwidth problem for them.

    http://community.plus.net/blog/2008/08/19/online-o

  55. Video Streaming - No 3D card required by DrYak · · Score: 1

    The whole point of their technology is to render the graphics on a server running at their company, and stream the rendered graphics as a HD video stream.

    Thus the client doesn't require 3D capability, just the capability to play the video stream.
    Think of this as playing a game over something like VNC.

    The problem are obvious, though : HD video stream for each player ? With limited to no lag ? Within the bandwidth limits ? No way.

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  56. Not in Australia by Cathbard · · Score: 1

    I'd like to see a top line game played this way in Australia with our crappy connections and if the mandatory internet filter gets adopted it will be less possible. Living in the Aussie bush I'd be lucky to be able to play the old pong game.

    --
    "A cynic is what an idealist calls a realist" - Sir Humphrey Appleby
  57. Not gonna get one by Ozlanthos · · Score: 1
    More and more it seems that game and other internet companies see the future as a place where "we has all your base", is the GOAL. They want to have your hard drive virtualized and isolated from your control. They now want your gaming console to be virtualized and completely isolated from your control. It's not good enough that you play on :their" servers, on their software. No, now you have to run their games, on their servers, while you sit in front of "their" dumb-terminal cursing and spitting because you can't lag through 30 seconds without them spamming you in-game. Meanwhile the extra lag on your connection causes you to get pwn'd by a 14 year old in Denmark.

    Sounds about as fun as having my teeth extracted without anesthesia, and then re-inserted to be taken out again tomorrow....

    I think I'll stick to playing motocross on my Intelivision.

    -Oz

  58. Re:World of Warcraft by callinyouin · · Score: 1

    *WHOOSH!*
    A joke just flew directly over your head. Nice "reading comprehension skills".

  59. Hey, this means by CaptainStumpy · · Score: 1

    Comcast triple play will take on a whole new meaning. It will still totally suck.

    --
    It will be better to purchase from an owner who is a good farmer and a good builder.
  60. Because Xwindows is such a good gaming platform by mac1235 · · Score: 1

    Not!

  61. probably Not by Anonymous Coward · · Score: 0

    Show me Crysis running on this and I will be impressed.

    Wait, any game on any setup, so under that token, I can run Crysis effectively on a CRT Television.

    Hahahaha, if I want to play a NES game, I will play a NES game. If I want graphics that punch me in the face, I use a real computer, not a fakie box

    1. Re:probably Not by dave420 · · Score: 1

      You should probably watch the video where they have Crysis running on a cheap-ass Dell notebook. Jackass.

  62. Not aimed at gamers by Joutsa · · Score: 1

    An ex-coworker of mine went to work for a similar startup. I'm not sure if it was this company, but very similar. Anyway, I made the exactly same questions about latency and bandwidth everyone here makes. The answer was interesting.

    This service was not even meant to compete with consoles and PCs. Instead, the real competition were those TV game shows where you play with text messages or calling the station and controlling the game with phone number keys. I, or no one of you, would never play one of those but there sure are a lot of people who do.

    If they manage to stay in business until technology advances to the point where real games over internet are possible, they should be ahead of possible competition. The overall quality will still be well below local dedicated hardware, but tolerable enough for really casual gamers.

    I'm still not sure this will fly, though.

    1. Re:Not aimed at gamers by Tony+Hoyle · · Score: 1

      Their first demo is Crysis. They say they're going to compete head on with the console makers

      This is 100% aimed at gamers. It'll fail.. for reasons pointed out by many people.

  63. What I'm wondering is not the fiscal... by Neko-kun · · Score: 1

    or the bandwidth/lag of this but rather, how does it compare with something like Corquet that's a decentralized version, and how soon can we make something like .hack's The World.

  64. Three problems: lag, lag and lag by dazedNconfuzed · · Score: 2, Informative

    And yet, many big name companies are able to stream HD quality video over the internet

    Sure - because they buffer the content on your end, and you don't notice the lag between frame sent and frame displayed. Additionally, the content is pre-rendered. Netflix's "Instant" option sure looks instant to me, because when I click "play" I overlook the few seconds of buffer loading while I settle into a comfy chair, and that's not even considering the additional delay of render time.

    It's not a matter of getting HD images to you. It's a matter of getting HD images constructed and delivered and displayed within about 1/30th of a second of you pressing a button. Big urban bandwidth & lag is fine for delivering HD video, but not this-split-second gaming images. There's a big difference between direct CPU-to-GPU-to-display lag vs. CPU-to-ISP-to-renderfarm-to-ISP-to-CPU-to-display lag, as in orders of magnitude.

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    Can we get a "-1 Wrong" moderation option?
  65. Nonsense by __aailob1448 · · Score: 1

    The whole concept is laughable. Realtime HD compression and streaming? Low enough latencies to make it work?

    It's simply *impossible* for the foreseeable future. The only games this would be good for are slow and graphically simple casual puzzle games and the experience would still be significantly worse than what's available today. Worse than even the free flash games a la popcap that everyone who has a computer can play.

    This is just a scheme to defraud gullible investors. Period.

  66. Which is it? by himitsu · · Score: 1

    FTFA ""This is the last major console cycle," Perlman said. "If not this one, then definitely the next one." So which is it? This sounds like a steaming cloud of vapor. Also, check out the link to the painfully vague Rearden Labs video http://www.reardenlabs.com/ from the developer of the service. Remember, Rearden and the Objectivists don't mind selling you nothing at all as long as they benefit. When there's a real world video I'll be more inclined to believe this but for now it's Phantom Version 2. Kudos to whoever convinced a firm to give them capital in this recession though.

  67. Granted, Perlman can do it, but no one wants it. by DragonTHC · · Score: 1

    I file this akin to those lodgenet gaming systems in hotel rooms. Sure they work, but no one except 7 year old kids play them. Last I checked, the gaming market for 7 year olds isn't doing too hot.

    This is going to be a darling to all those MBAs until the 6 customers who use the service, and that's what it is, (software-as-a-service), decide to drop it once the cloud suffers a hiccup and you can't play.

    Otherwise, you're essentially delivering video that you can control via the X protocol or vnc or something similar. We all know how those systems fail regularly due to normal net congestion and traffic.

    What I'm saying is, gamers will not use this service. We like our hardware and we collect it to play our games. The hardware manufacturers should be worried about lost sales.

    Game publishers should be shitting in their pants at the notion of this. No more sales? After all, you can't charge $60 for rental access to a game.

    --
    They're using their grammar skills there.
  68. Can they run Crysis? by Anonymous Coward · · Score: 0

    I say we get thousands of people to run Crysis on their cloud. Either it will be unplayably slow, or we bring down their machines in a new form of "Slashdotted".

    Either way, lesson learned.

  69. Sounds like the PSP's remote play. by CronoCloud · · Score: 1

    And having used that, I can tell you it's not feasible in the way they suggest. Sure you can remote play FFVII in the bathroom, but it's not full 100% speed and quality.

  70. Skype Darts by PIPBoy3000 · · Score: 1

    I think this already exists in the form of "Skype Darts". Essentially you set up Skype at two locations, focusing the webcam on a dart board. Each player then tosses the dart in an attempt to score points.

    What's great is that the billions of physics calculations needed to perform accurate dart-throwing (taking into account wind resistance, muscle fatigue, and other factors), are outsourced to the external site. In this way, "Reality" is able to accurately simulate the dart game, down to the molecular level. This is all streamed to the other player in real-time, with very little lag.

  71. Game support is teh fail... by jonaskoelker · · Score: 1

    Every game will be playable for as short as the company feels like supporting it.

    Fixed^W emphasis-shifted that for you.

    I don't want my games to fail when everybody else stops paying the guys who sold it to me. I want them to be playable forever.

    Starcraft is still big in Korea. I recently watched Bisu v. Best and Bisu v. Jaedong; Blizzard probably isn't making money off of monthly Starcraft subscriptions since those don't exist, yet some companies find it worth their money to sponsor big Starcraft events (thanks, SK Telekom T1, but I can't really use the Korean telephone system in Denmark; sorry).

    Who knew back in the nineties that it would be this big, and stay this big? And apparently, Bisu and Jaedong don't have compatibility problems.

    I vote for control.

  72. Re:But it's great news for by Anonymous Coward · · Score: 0

    ...me! My Magnavox Odyssey 2 will finally be better than *your* gaming platform. Ha!

  73. One positive thing... by Shrike82 · · Score: 1

    ...to balance the obvious flaws and substantial criticism it's receiving here (which is justified - there are a lot of technology shortfalls at present).

    Playing a game in this manner could potentially eliminate cheating. If the processing is all done remotely from the player, and the only legal inputs allowed from the player are button presses/mouse clicks etc. then you have a pretty secure game. No more third party software letting players speedhack or duplicate items. This assumes of course that the game code is resistant to anything that tries to cheat through macro-like button presses or anything that manipulates the allowed inputs. Hmmmm, now I think about it, I'm pretty sure people would find a way to exploit even such a restricted system. The desire to cheat is strong indeed...

    --
    You can advertise in this sig from as little as £99.99 a month!
  74. this sounds like by Anonymous Coward · · Score: 0

    something you'd find on the Syfy channel. HA! As if such a channel would even exist!

  75. I've been saying for a few years now, ... by Anonymous Coward · · Score: 0

    I've been saying for a few years now, this is the future of "console" gaming.

    Not now though.

    In 10 years we will have such blazingly fast internet, (thanks to optical relays that make this possible--look it up) that there will be no benefit to a box sitting under your TV with limited horsepower.

    Let the server calculate everything and stream you a real-time render. All your "console" has to do is display the stream and send back your controller's input.

    A game will be able to evolve and improve as the developers see fit. Upgrade the server, not the console.

  76. 10.Ever wonder why youtube is not blueray quality? by sorak · · Score: 1

    1. Ever wonder why youtube is not blue ray quality?
    1a. If so, then you're a moron.

    2. Ever wonder why we can't stream PS3 quality games over the internet?
    2a. See 1a

  77. First Post! by windsurfer619 · · Score: 1

    Wooo first post! Yeah!

  78. !Trouble, a BOON! by Anonymous Coward · · Score: 0

    If this takes off... then that ps3, xbox360, or wii, is the next ps4,xbox720, and wii22.

    They'll just charge for the firmware upgrade with no client hardware expense.

  79. 50$ to acess the service by Mishotaki · · Score: 1

    Then you'll have to buy the games with their service.... oops i mean rent the games... at most probably the exact same price as the retail versions... and be stuck paying 50$ a year to have the priviledge of not losing the right to play the games you paid for...

  80. Cheating by valkenar · · Score: 1

    People keep saying this system will prevent cheating, but there are still several avenues of cheating possible. Doing so requires either A> hacking the box or B> inserting a device between the box and the internet (possibly as simple as a second ethernet card in your pc, or a local network on which your pc is sniffing and injecting packets).

    Possible man-in-the-middle attacks include aimbots (recognize pattern, send inputs that place crosshair over pattern and fire), better-than-human macros (think auto-combos for fighting games), automation (botting in resource-gathering games), etc.

    This certainly would eliminate some very common and troublesome cheats, but there's still a lot of stuff it wouldn't stop.

  81. READ TEH ARTICLES MUCH?? by relguj9 · · Score: 4, Informative

    You seem to be assuming that this service will stream VIDEO to your unit, but with TFA not being too clear on the subject

    Actually, the article is quite clear:

    The secret sauce to making OnLive work is its proprietary, on-the-fly video compression capability. As you're playing the game, the outgoing frame buffers are compressed as a video stream and sent to your local client. Perlman estimates that servers need to be within 1,000 miles of a client, at a maximum, to maintain latencies low enough to ensure playability. User data, such as inputs and commands, will be sent back over the Internet, but those usually consist of fairly small data packets.

    Of course, a broadband connection is required. For standard definition (480p) resolutions, users will need a minimum of 1.5 megabits/sec. A 5 megabits/sec connection will support high definition (720P or 1080i) connections. Initially, the service won't support 1080p or higher resolutions, but that may come later.

    1. Re:READ TEH ARTICLES MUCH?? by ceoyoyo · · Score: 2, Insightful

      Awesome. So you need a connection that's faster than what most people have to play games at lower resolution than most PC gamers (and many console gamers) do. Sounds like a winner.

      Oh yeah, and it'll blow my bandwidth cap in about forty hours.

    2. Re:READ TEH ARTICLES MUCH?? by relguj9 · · Score: 1

      Still, it's better than the estimates some people were giving and certainly is very realistic on a high end broadband connection or fiber.

      The article says this isn't going to replace consoles (as the misleading title states) but that it's going to hit a niche audience. One that has a good internet connection and the desire to play or preview games cheaply and instantly, that doesn't necessarily care about higher resolutions than 720p.

    3. Re:READ TEH ARTICLES MUCH?? by ceoyoyo · · Score: 1

      VLC on my wireless N network sucks for navigating a desktop, never mind playing a game. Wireless N is far faster than any kind of consumer broadband around here.

      It might be not insanely impractical to ram the images through the pipe, but as others have pointed out, even if you get that working you still have to compress the things in realtime. Good luck on that one. Then you have to do it economically. How much do you think it'll cost you to play a game if these guys need to have a PS3/XBox360/high end PC PLUS a couple of racks of video compression servers with expensive high speed interconnects just to serve you the images?

    4. Re:READ TEH ARTICLES MUCH?? by relguj9 · · Score: 1

      According to the article, 50 dollars a year, plus the cost of the game or rental.

      I'm not invested in it and I'm not here to say whether or not it works or argue with you over whether you believe it's technologically feasible. I'm just quoting the article in response to your questions that are answered IN THE ARTICLE, if the article isn't lying then it's feasible.

    5. Re:READ TEH ARTICLES MUCH?? by ceoyoyo · · Score: 1

      I think the discussion here is whether it's feasible.

      I don't think it's really much of a discussion to point out things that are in the article and accept them as gospel. Yeah, if everything in the article is true then... everything in the article is true. So what?

      Note that I didn't ask how much the article CLAIMS it will cost. I asked you how much YOU THINK it would cost. I know that distinction is a little difficult for a lot of people, but there is a difference.

    6. Re:READ TEH ARTICLES MUCH?? by relguj9 · · Score: 1

      Well, my intention was never to argue for or against the article.

      My opinion though? I think the idea is interesting and if it works then good for them.

      Since I have no vested interest in it, I have no issue keeping my computer up to date so their cost benefit is a non issue for me, since I have a 52" LCD TV and 26" LCD computer monitor their resolutions are unacceptable for me and I have no plans on meeting their minimum bandwidth requirements in my near future.

      I also agree that the idea is far fetched. The single biggest issue I see is not bandwidth, I think bandwidth will get better and cheaper in time, but latency. "keypress->computer-> across teh interweb->their server->action taken->video rendered-> video compressed-> back across-> video decompressed->video displayed" is probably a long time, particularly the bold sections, my guess would be 500-1000 ms.

      Like I said though, I'm not here to say whether it'll work or not. They said it will work, I find it intriguing if it does and I'll be interested when we see the production results. I'm not going to get angry or deride them for trying though lol.

    7. Re:READ TEH ARTICLES MUCH?? by Anonymous Coward · · Score: 0

      So they are jumping in before we're ready for this. But just before.

      I watch HD TV from HULU and that streams just fine. So I don't see why I can't play a game that way too. Let the complex CPU/GPU calculations be done on their high end setup.

      Sounds great to me, when we get there. This would be okay for games which are not lag sensitive. There is no way this would work for FPS games like BF. But something like SIMS would be fine.

      Why do I like the idea? No more $2000 laptops for those rare times I want to play games. The $600 model should be fine. No more DRM.

    8. Re:READ TEH ARTICLES MUCH?? by lie2me · · Score: 1

      we get pings of 3sec from San Francisco to sites in Sweden... good luck with that multiplayer experience

    9. Re:READ TEH ARTICLES MUCH?? by relguj9 · · Score: 1

      we get pings of 3sec from San Francisco to sites in Sweden... good luck with that multiplayer experience

      Like I said later on in this thread; I'm not defending or arguing the viability of this service, I would also guess latency is their biggest hurdle, but seriously.... why the fuck would you post nonsense without even reading?

      Perlman estimates that servers need to be within 1,000 miles of a client, at a maximum, to maintain latencies low enough to ensure playability.

      The distance between Stockholm and San Francisco is about 5,500 miles with a ton of redirects and probably links of shitty cabling in the middle. Estimating the latency or the viability of their service, which uses a 1000 mile minimum link, off of that is completely unreasonable.

    10. Re:READ TEH ARTICLES MUCH?? by lie2me · · Score: 1

      Distances aside, I can get 1sec ping within 100 miles, quite easily.

      More so with throttling, compression/decompression and other wapor-service of most ISPs.

  82. Read the article for fuck's sake... by relguj9 · · Score: 2, Informative

    We got some hands on with Company of Heroes, and the game certainly seemed to play well on a standard MacBook Pro (running Windows Vista, ironically). We were sitting at the Rearden Steel offices in Palo Alto. According the McGarvey, the server hosting the game was running in Santa Clara, about fifteen miles down the road. Although we only played for a few minutes, there was no visible lag or other latency issues. Of course, fifteen miles isn't 1,000 miles, and the servers didn't have thousands of users trying to run at the same time.

    The article also states that it only requires 1.5 mb connection for 480p and 5mb for 720p and 1080i. Just really good proprietary video compression software.

    1. Re:Read the article for fuck's sake... by relguj9 · · Score: 1

      It's still a lot of bandwidth but it's not entirely unreasonable. This tech could definitely hit a niche market.

      TFA actually has a nice summary saying it won't replace consoles or hardcore PC games, but cloud gaming will definitely find a niche.

  83. You're Wrong by relguj9 · · Score: 1

    Maybe if I keep posting quotes from the article, people will read it.

    The secret sauce to making OnLive work is its proprietary, on-the-fly video compression capability. As you're playing the game, the outgoing frame buffers are compressed as a video stream and sent to your local client. Perlman estimates that servers need to be within 1,000 miles of a client, at a maximum, to maintain latencies low enough to ensure playability. User data, such as inputs and commands, will be sent back over the Internet, but those usually consist of fairly small data packets.

    Of course, a broadband connection is required. For standard definition (480p) resolutions, users will need a minimum of 1.5 megabits/sec. A 5 megabits/sec connection will support high definition (720P or 1080i) connections. Initially, the service won't support 1080p or higher resolutions, but that may come later.

  84. lodgenet has the game hardware on site / in the bo by Joe+The+Dragon · · Score: 1

    lodgenet has the game hardware and movies on site / in the box so bandwidth and lag is not as bad as some thing like this is.

  85. Ran by Anonymous Coward · · Score: 0

    So assuming this is technically viable - instead of forking over $200-300 every four years to corporation A, you'll be forking over $50-75 every year to corporation B. No one is trying to save the gamer's money, it's just different people trying to take it.

  86. Re:lodgenet has the game hardware on site / in the by DragonTHC · · Score: 1

    I know that, but my point was, who plays the games on lodgenet? little kids who whine to their parents.

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    They're using their grammar skills there.
  87. latency limits game types. by w0mprat · · Score: 1

    I've considered streaming the contents of my 2-gpu gaming PCs frame buffer over gigabit connection to my linux netbook. Even with a gigabit link you have the latency of rendering the frame quickly, compressing, transfering, decompressing, rendering to destination monitor. Usually, the 30-40ms between the movement of the mouse/keyboard and a frame being rendered to the screen is not a huge step over the 40ms it takes for your eye to see the light. Add another 100ms overhead and suddenly games like a FPS aren't fun anymore. Hell using a remote desktop for basic tasks through a laggy connection isn't fun.

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    After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
  88. Lots of Customers by sonicmerlin · · Score: 1

    Boy you people really live in a bubble don't you? Do you understand the number of people with *extremely* old computers who can't possibly play any games released in the last few years, regardless of what settings they use? There are those who religiously buy/build new computers every year or 2, and then there are those many, many more people who don't feel like spending money and fussing with their equipment or configurations. They end up only using their computer for old-school indie games or simplistic flash-based games. The market for this kind of technology is *huge*.

  89. Or how about... by w0mprat · · Score: 1

    Still rendering the frame on the client machine, and some gameplay logic, such that the user gets instant response to movements and inputs. On the big iron servers process:

    Ultra-real global illumination.

    Complicated physics for environment.

    Advanced game AI, for game actors.

    Streaming sound/music.

    --
    After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
  90. First round of games... by Anonymous Coward · · Score: 0

    They forgot to mention the first few games will be gems like 7th guest.

  91. video of presentation by DaveGod · · Score: 1

    GameSpot have a video of the presentation that the link in the OP is summarising (53mins).

    Personally I can't fathom how they can get good quality 720p down a connection 1/3 (5Mbps) of what would be needed for MPEG2 (15Mbps). Nor how they can have low enough latency to process the controls on the server - they mention specially designed servers but they surely can't do so much better with the intertubes than gaming server hosts do already, then there's the fluctuations... I suppose we'll find out when people get onto the beta in summer.

  92. Don't confuse high end gamers with most gamers by uncledrax · · Score: 1

    Awesome. So you need a connection that's faster than what most people have to play games at lower resolution than most PC gamers (and many console gamers) do.

    Most, but not all. Looking at the Steam Hardware Survey (the best I personally know of, but please cite better ones if you know of any), 1024 x 768 is only 1.5% less then the leading screen res of 1280 x 1024 (23.87% of results). Personally monitor will do 1600x1200, but I rarely run games at that resolution anyway.

    Either way, I'm agree that it'll be interesting to see if this actually works in the real world as advertised, and how the 'average gamer' likes it.

    Oh yeah, and it'll blow my bandwidth cap in about forty hours.

    Well the magic is maybe they will peer up with some larger ISPs, offering special 'OnLive' service (for a small fee of course..). 'OnLive' could colo with that ISP and all the traffic stays local to that net. Maybe it would some day become just a no-fee value add.

    As for b/w caps, not having to live with them, I'm spoiled I suppose; So I'm sorry for those that are stuck with them because their ISP hates their customers.

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    ----- The internet has given everyone the ability to have their voice heard equally as loud.. even if they shouldn't be
  93. A revolution... here's why... by ejamie · · Score: 1

    1) Very very low client graphic requirements--all 3D rendering is done on server and is sent to client like a "custom" real-time movie.
    2) Low/no entry cost of hardware.
    3) Large potential game inventory; publishers will love this as it completely bypasses hardware/console middlemen.
    4) Simple and convenient to use for ordinary gamer; cost saver for serious gamer. (important for the company to package up scaled subscription prices for both of these audiences)

    For one thing, this will be perfect for hotel pay-per-view like arrangements.

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    Hey! Stop copying my sig!!! Stop copying my sig!!! Stop copying my sig!!! Stop copying my sig!!!
  94. Real DSL world (Re:Caps) by lie2me · · Score: 1

    I actually consider myself being ahead of the curve and most of the country, definitely better off than Comcast cable, having ATT DSL with 1.5mbit down. Guess when I'd see 1.5mbit down?

    Never, ever! I do see 1.2 most of the time, sometimes they drop down to 100kbit and then I'm recording the downtime for the next time I call them up.

    PS: I've heard Comcast cable customers with 1.5mbit down have 600kbit typically.

  95. by the way, anyone meets min 1.5mbit? (Re:Caps) by lie2me · · Score: 1

    "For standard definition (480p) resolutions, users will need a minimum of 1.5 megabits/sec. A 5 megabits/sec connection will support high definition (720P or 1080i) connections"

  96. If they were smart... by cee--be · · Score: 1

    ...they'd have made a small low res handheld system with a built in web connection like the Kindle, the naturally low resolution combined with the comparatively high connection speed (Compared to the resolution) would be perfect for playing current gen console games on the go. Maybe the idea isn't perfect, but it's a much better niche than going after people who are too cheap or too poor to afford a decent gaming computer or a console by offering a subscription service before the technology is there to support it.

  97. Huh by Anonymous Coward · · Score: 0

    What happens when the service goes down? (or bunkrupt, youll lose all your games...)

    Also, Bandwidth limits are not getting better but worse. Having to pay 20 - 30 bucks per month more for the i-net connection will most likely discourage the average gamer they are aiming at.

    besides, I love owning powerful hardware