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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.

11 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 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.

    2. 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?

    3. 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

  3. 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.

  4. 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!
  5. 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!
  6. 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!