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Gaikai Drawing Interest With Low-Key Demo, Believable Claims

Earlier this week, we discussed news that games industry veteran Dave Perry had posted a demo of his upcoming cloud gaming service Gaikai. Now that people have had time to speak with Perry and evaluate the demo, reaction has been surprisingly positive. Quoting Eurogamer: "What struck me about the presentation was that there was absolutely nothing unbelievable in it whatsoever. There were no claims of streaming 720p gameplay at 60 frames per second — games were running in differently sized windows according to how difficult they were to compress, and video itself runs at the internet standard 30FPS. There was no talk of world-beating compression systems that annihilate the work of the best minds in video encoding today, the demo was using the exact same h264 codec that we use ... And finally, there was nothing here to suggest that we were looking at a technological breakthrough that would make our PS3s and Xbox 360s obsolete... just that this was a brand new way to play games in an ultra-accessible manner." By contrast, OnLive was received with much more criticism, in part due to their dramatic promises. While playing online games with Gaikai will naturally add some amount of latency, the article points out that single-player games need not lag more than you'd expect from a console controller. Meanwhile, unlike OnLive, Gaikai is not trying to compete directly with the major console manufacturers, instead trying to work with them in order to deliver their first-party games to new audiences.

30 of 121 comments (clear)

  1. Next step by itomato · · Score: 4, Interesting

    Sell out?

    Who'd buy these guys, a gaming company or a streaming media company?

    1. Re:Next step by Darkness404 · · Score: 4, Interesting

      How about a company trying to do all this. The answer is MS, a company with a wad of cash and markets for this (Halo on a Zune?).

      --
      Taxation is legalized theft, no more, no less.
  2. this is DRM by Anonymous Coward · · Score: 5, Insightful

    Stop giving it press.

    Gaming is already ultra-accessible, this is the solution to a problem that, for consumers, doesn't exist. The only people this will benefit is the game companies.

    I will not rent my game software.

    1. Re:this is DRM by Darkness404 · · Score: 3, Insightful

      It depends though. For some things, yes, there is no point in me playing my 360 games on my laptop rather than on my console if I'm just in a different room. However, if I can use a netbook (rather than a $2000 15 pound gaming notebook) paired with in-flight wi-fi and play my 360 games on the airplane, it might be worth it.

      --
      Taxation is legalized theft, no more, no less.
    2. Re:this is DRM by WillyWanker · · Score: 4, Interesting

      Exactly. A service like this opens up gaming to a whole class of players who were currently cut off by the insane cost of "gaming" hardware.

      As long as the service doesn't expand into the realm of hi-def gameplay (which is unlikely considering the horrible state of our Internet bandwidth) you'll minimize the exposure of Nvidia, ATI, and console manufacturers.

      This service won't supplant buying high end consoles or PC hardware -- this will still be necessary if you want the best gaming experience. But it will allow those who cannot afford to upgrade their hardware to play the games they currently can't. It's a win-win for everyone.

    3. Re:this is DRM by 0123456 · · Score: 4, Interesting

      However, if I can use a netbook (rather than a $2000 15 pound gaming notebook) paired with in-flight wi-fi and play my 360 games on the airplane, it might be worth it.

      For the cost of playing a 360 game streamed over satellite wi-fi, you could buy the best laptop on the planet.

      And that's assuming that several people playing games on the same aircraft could even get enough bandwidth in the first place. Isn't the total bandwidth to one aircraft around 512kps?

    4. Re:this is DRM by Briareos · · Score: 4, Informative

      And that's assuming that several people playing games on the same aircraft could even get enough bandwidth in the first place. Isn't the total bandwidth to one aircraft around 512kps?

      Nevermind that - if you're going to use this on an airplane the lag (aka latency) is absolutely going to KILL you unless you're playing some turn-based game, and even there input lag will probably make you want to stop playing it.

      np: Sweet Billy Pilgrim - Joy Maker Machinery (Twice Born Men)

      --

      "I'm not anti-anything, I'm anti-everything, it fits better." - Sole

    5. Re:this is DRM by chill · · Score: 2, Insightful

      The millions playing World of Warcrack beg to differ. The software is useless without the monthly access fee.

      --
      Learning HOW to think is more important than learning WHAT to think.
    6. Re:this is DRM by WillyWanker · · Score: 2, Funny

      Whatever you say. Asscrack.

    7. Re:this is DRM by Carbon016 · · Score: 3, Insightful

      This service will likely cost more for a few months of subscription fees than a midrange video card does, and a netbook to play one of these streamed video games on costs about the same as a budget/midrange gaming PC. PC "gaming hardware" is hardly "insanely" expensive and for PC games this isn't terribly useful unless you have a portable machine and a quick internet connection, things that often don't go together.

  3. Having read TFA... by Darkness404 · · Score: 2, Interesting
    Having read the first 2 pages of TFA, I still don't see how fast of a connection you need for these to become playable. I mean, where I live, the best connection you can get is a ~1 Megabit DSL connection.

    Um... yes? "How many Nintendo games are going to appear on OnLive? The answer is none," Perry adds. "And some of the best games in the world are from Sony, Nintendo, Microsoft... I'm already talking to Nintendo. I'm talking to all the major publishers.

    So in the end this service is going to end up as nothing more than PC games? Its not a good sign when a company who makes most of the classic games that people remember rejects your ideas, and I'm not sure Sony or MS wants to jump on the bandwagon (though it wouldn't surprise me if MS bought the company if they managed to turn out a decent product).

    --
    Taxation is legalized theft, no more, no less.
    1. Re:Having read TFA... by Delwin · · Score: 3, Informative

      This isn't OnLive - that's the vaporware competitor to this. He's stated that Nintendo has already turned down OnLive but is talking to him about possibly bringing it's games to Gaikai.

    2. Re:Having read TFA... by blitzkrieg3 · · Score: 3, Insightful

      Its not a good sign when a company who makes most of the classic games that people remember rejects your ideas, and I'm not sure Sony or MS wants to jump on the bandwagon (though it wouldn't surprise me if MS bought the company if they managed to turn out a decent product).

      The console manufacturers have everything to lose and nothing to gain by helping out. If this service succedes no one will be buying specalized gaming systems anymore and this company will be buying comodity hardware to run these games. At best they could each have their own roku type box that connects to the service. Even with the pc games eventually this company will end up wanting volume licensing and start taking a cut of the sale.

      This is like going to EMI and asking to license their entire catalog for a new mp3 downloading website. Eventually Apple and Amazon got them to do it, but this is like asking them in 2001.

    3. Re:Having read TFA... by WillyWanker · · Score: 3, Insightful

      Hardly. Console manufacturers don't make money on the hardware, they make money on the software. Those that want the best experience (hi-def, surround sound, etc.) will still buy the hardware. Those that don't or can't afford to now don't have to. But they still need to buy the games. Cha-ching! You've now sold a game to someone who didn't have a console. How exactly is this going to hurt them?

      And EMI's stupidity in not embracing 21st century technology shouldn't be held up as a banner example. I'd like to think gaming companies are a tad bit smarter than the recording industry.

    4. Re:Having read TFA... by Sparton · · Score: 3, Interesting

      Console manufacturers don't make money on the hardware, they make money on the software.

      Except of course Nintendo, who is a significant contender. Also, if previous console generations are of any indicator, the current-gen consoles for Microsoft and Sony will eventually turn a profit near the end of their life cycle.

      But they still need to buy the games. Cha-ching! You've now sold a game to someone who didn't have a console. How exactly is this going to hurt them?

      Both Microsoft and Sony have a problem with it, because it means that some consumers may not buy/rent/whatever the software from them (so they can get their cut in the game sales) and may instead by from the other current-gen offering.

      And that's why, in a nut shell, why all three major console players wouldn't see much to gain with more to lose by going along with Gaikai.

  4. Did I miss the ping time revolution? by QuantumG · · Score: 2, Insightful

    How exactly are they reducing the latency from the controller to the cloud? Let alone the roundtrip latency of the video/sound.

    Anything more than 100ms ping time is gunna kill this thing.

    --
    How we know is more important than what we know.
    1. Re:Did I miss the ping time revolution? by Bangz · · Score: 5, Informative

      In the video he talks about having a sub 20ms ping. I think the idea is that they would setup lots of smaller servers spread out geographically to reduce the amount of lag as much as possible. What people perhaps overlook is that games naturally have quite a large lag already, once you've pressed a button it takes up to 1 frame for that change to be registered, another frame to update the physics / animation etc, and finally a frame to render based on the previously calculated physics information. In a 30FPS game that's between 66-100ms, and that's assuming a really damn good engine which is responsive, which a lot of game engines aren't. There was an article on Gamasutra on this very topic about a year ago, if you want to read more. If the check out the third page of that article you'll see the response times for some popular games, and you might be suprised!

    2. Re:Did I miss the ping time revolution? by Moridineas · · Score: 3, Insightful

      Moderately interesting article, though it would be more interesting IMHO to see something similar done for PC games and user interface more generically.

      What I don't understand about your post though...

      On my cable modem connection right now, my ping to a dns server generally are between 20-30ms. Let's say pressing a key and transmitting it to "the cloud" takes 25ms on average. Now it's input to the game, the game's 66ms processing time takes place, and the result is streamed back to me...30ms+

      We're now at a minimum of over 110ms latency assuming everything runs full speed and we don't get any "buffering" etc...

      Now if ping times are closer to 40-50ms ... I would expect that would be fairly unplayable...

      Am I wrong?

    3. Re:Did I miss the ping time revolution? by WillyWanker · · Score: 2, Interesting

      He wasn't using a LAN in the video. He was using an ordinary Internet connection. He explains this in his blog.

      Latency only really becomes an issue with FPS games. Even if FPSs don't turn out to work very well this still leaves a massive amount of content that isn't so latency-dependent.

      There are quite a few free-to-play MMOs that currently work like this, e.g. FusionFall. They play just fine.

    4. Re:Did I miss the ping time revolution? by Moridineas · · Score: 3, Insightful

      I don't disagree that games CAN be made playable...but afaik, with the games you list--unreal, quake, etc--they have at various times implemented client side prediction and other methods to minimize the effect of lag. I remember in the days of quake1 when anyone with a sub-100 ping was a lpb :p I don't know how many games will ever be designed to work specifically with this kind of 3rd-party hosting.

      Long story short, I don't ever see this technology in the near future working for that huge group of games that falls into the genre of "twitch" gaming.

    5. Re:Did I miss the ping time revolution? by MrMista_B · · Score: 2, Insightful

      Most gamers don't play 'FPS' games.

  5. No hacking by Anonymous Coward · · Score: 5, Interesting

    I'd see the biggest benefit of something like this is NO CHEATING, which is the bane of most PC games, FPS types especially. It's pretty hard to be running a wall hack on your client if you only get sent an already rendered image from a central server!

    1. Re:No hacking by Pinky's+Brain · · Score: 4, Informative

      There have been framebuffer capture based aim bots in the past already.

  6. Re:Cloud Gaming?! by 4D6963 · · Score: 4, Funny

    Cloud huffing. Although you'll want to be sure of what's in the cloud before you huff it. A tubgirl when you expect it the less can knock you out.

    --
    You just got troll'd!
  7. Pickup, Play, and Resume on Multiple Devices by hofmny · · Score: 2, Interesting

    Think of this...
    You're at home, you log onto Gaikai, and see a PS2 RPG you always wanted to play. Awesome! So you start playing it on the PC. The next day, you have to fly out somewhere (business trip, home for the holidays), and while you're at the airport, you use your iPhone and continue playing your game. No need to copy your emulator files over, deal with incompatibilities, buggy software (there isn't even a ps2 emu for iPhone and I doubt its powerful enough). While on your trip, you decide to retire for the night. You bring up your laptop, and can once again resume your PS2 RPG.

    I think this will open a whole new market for gaming to people who either never own consoles or people that do own consoles, and want to play last generation titles that they missed out on and no longer own the older system or don't; have it hooked up anymore (especially now that Sony took out PS2 backwards compatibility)

  8. Re:wow by 4D6963 · · Score: 5, Funny

    Indeed. Actually I would have loved if Slashdot had been there since prehistory.

    The hot air balloon is invented : "Oh noes now the evil government will use that to spy on its citizens from above!"

    The telephone is invented : "Oh great, one more way for the government to effortlessly eavesdrop on our conversations!"

    The television is invented : "Pfft, as if newspapers and the radio weren't enough means of government propaganda!"

    Internet multiplayer games are invented : "Waaah waaah 500 ms latencies over my 33.6 modem"

    Mankind is invented : "Oh great, so now I can meet people who'll try to rob me, kill me, defraud me or have offsprings with me!"

    Romantic and sexual relationships with members of the opposite sex are invented : "If I wanted to coexist with living creatures who'd suck me and give me orgasms I'd get some leeches and stick porn on their backs"

    Basements are invented : "HOLY FUCK SHIT YEAH!!"

    --
    You just got troll'd!
  9. Personal Implementation by _Sprocket_ · · Score: 3, Interesting

    I'd love to have this available for personal implementation. Granted - I'm thinking of very niche use. But I've attempted similar things with VNC and WoW in the past - with painful results. I'm not expecting to take my remote display in to a raid or battleground. But it'd be nice to be able to do auction house tasks, crafting, mailbox, banks, etc. wherever I happen to be at the time; reasonably quick tasks where a little latency isn't an issue.

    Of course - it looks like their intent goes well beyond this.

  10. This may be the future by ShooterNeo · · Score: 2, Insightful

    This may be the future of gaming, eventually supplanting console and PC gaming.

    Reasons :
        1. This is a DRM system that would be nearly impossible to beat. As long as the game code is only given to these hosts, it would be vastly more difficult to pirate games. Not impossible - workers at the hosting company could leak the game to the internet, but it would be much more difficult.

        Strong DRM means the publishers would get paid for every game they sell, yet they could easily offer fully functional 'demos' of the game, or sell time for a game. It might be easier for a lesser known publisher to sell 10 hours of a game for $10 than the entire game for $50.

        2. It removes the need for the users to buy expensive hardware, whether that be a console or a high end gaming PC. You instead just lease time on the big iron. More advanced games with more advanced graphics would become available much sooner, since publishers wouldn't have to wait for the next generation of console to become common with consumers, or for PC owners to finally get upgrade their graphics cards. A publisher could offer games with state of the art, photo realistic graphics much sooner : it would just cost more per hour to play a game like that.

          3. It solves the nightmare of hardware incompatibility and hardware failures. Since your netbook/living room console/old PC would merely be decoding video, there would be far fewer ways things could go wrong.

    Problems : using flash is not a long term solution, flash has many problems : later generations of this service will need their own, optimized decoder code. ISPs will have to work with the companies offering hosted games, and configure their networks to deliver the ultra low latency, guaranteed bandwidth needed for a gaming session to actually work.

    I think this idea is going to take off. It'll be a few years before ISPs really get their act together to support this kind of service, but it will gradually happen, and I think it will completely supplant the game console.

    1. Re:This may be the future by chonglibloodsport · · Score: 2, Interesting

      Yes, but the publishers would be made extinct, replaced by these types of services.

      Why deal with a company specializing in putting boxes on store shelves when this is your new business model?

  11. Next: timesharing! by thePowerOfGrayskull · · Score: 3, Informative
    The next step in the evolution of gaming sofwtware is to host it on a large server -- what can we call it? Hmm, it's kind of centralized or main center of application execution; and they all execute in the same framework -- maybe Mainframework, or Mainframe for short? Once we do that, we can allocate slices of time to each game that's running -- at computer speeds, there would never be a noticeable delay to the user! We'll even have the screen rendering done on this "mainframe", and just push the screen to the end user.

    When are people going to start realizing that the "cloud" is an old idea with new hardware, and that reinventing a concept by putting it on the 'new' cloud platform isn't a business model that stands on its own?