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."
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.
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?
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
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.
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?
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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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.
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.
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.
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.
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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.
Amazon Web Services and Windows Azure beg to differ.
Viable Slashdot alternatives: https://pipedot.org/ and http://soylentnews.org/
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.
Can we get a "-1 Wrong" moderation option?
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.
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.