OnLive Begins Beta Testing
Steve Perlman, CEO of OnLive, has announced that beta testing is now underway for the cloud gaming service that aims to take the processing burden for cutting-edge games off a player's computer and use remote servers instead. Reaction to this service and competitor GaiKai has been interest tempered with skepticism, but users can now sign up to test it themselves and see if the reality matches the hype. There will be hardware and connectivity restrictions to start: "When you sign up for OnLive Beta, you tell us some general information about your ISP, your computer configuration and your location. We use this information to organize Beta testers into test groups so that our engineering team can focus at different times on testing different situations. If you are a potential fit for a particular test group, we'll send you an invitation email, asking you to run a detailed Performance Test on your network connection and your computer configuration."
somehow they assume that the whole world lives in the United States...
In the midst of crazy bandwidth and hardware improvements over the year, one absolute truth remains:
Latency is here to screw you over.
is it just me or does this might alot more advantages to the right holds of the game than it do to the user ? the whole second hand market, copying, lending would be "fixed" with this.
I get 25ms latency in an ideal online gaming situation (i.e. it takes 25ms for my input to reach the server and the server information to reach me) with a good, nearby server (same country). That's at rates like 4-5 kbps using retranmission, UDP, etc. to keep losses to a minimum. I'm not affected by peak periods because I have a very good ISP.
How is anything which requires significantly more data going to work anywhere near those latencies? First, my router can kill a gaming session if someone opens a couple of webpages - people's connections will have to be *dead* to allow multi-Mbps connections anywhere near reliably. Then you have that data having to be received and processed at both ends - not a big task for the consumer but acting on Mbps takes much longer than acting on Kbps no matter what you do. Then you have the lack of ANY sort of "predictive" technology - even Doom, Quake etc. knew to do input smoothing and not send every input event and have the client/server compensate by basically guessing if the connection lagged for a few ms - that's not possible here.
Then you have that the BBC iPlayer streams can effectively kill a business-broadband connection on their own without proper QoS and they are talking significantly more bandwidth, and some of it in the other direction too. So even in the *ideal* situation, with an *ideal* ISP it'll be *worse* than an average game of Counterstrike to play. Translate that to what most people who would be interested in this service have (noisy wireless, crappy broadband, slow ISP connection, etc.) and it just makes for a disaster.
I'd love it to succeed. I'd also love it to have beta testing somewhere other than the US - but I have to admit my main factor in taking up the beta program would only be to see just how bad it is.
actual games are SO FAST NOW on so cheap hardware, we need to cloud it, yea right. what is next? Hey i need to cloud photoshop. That 500MB files butchers my poor quadcore.
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Does this mean there is a possibility that I'll be able to play "A list" games under Linux now? Finally?
I wonder if we install this on all the computers here, will it play well on any pc, or just the newer ones..? and as for latency? "Cheap hardware" isn't exactly cheap for the whole world. I'm in South America, so 50ms is just not happening.
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Where can I buy some of their stocks?
Just in time for the american ISPs clamoring to lower the DSL speed requirements, potentially giving this new technology its death sentence before it even starts.
Probably will, anyway.
This /. someone should have signed up by now. How well does it run?
Wow, I should not post when knackered.
If you are a potential fit for a particular test group, we'll send you an invitation email, asking you to run a detailed Performance Test on your network connection and your computer configuration.
So they can counter their critics by saying they had a positive public beta, yet with a carefully controlled group, to ensure pesky real-world situations don't damage their hype for gaining investors.
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Is this the same outfit that had that Second Life-ish avatar world that allowed you to speak into your mic and would move your av's lips? Onlive Traveler, I believe? Circa 1996?
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I just don't see a way for OnLive to guarantee any sort of decent QoS over the Internet, but I think it's doable if their business model is instead to license their tech to ISPs who then in turn solicit customers. How many of us have > 20ms pings to our ISP? I'd wager not many. Combine that with the size of a typical pipe between an ISP and a consumer, and it's probably entirely doable. Either that, or they hope to score a buyout from one of the big guys before their VCs realize they've bought into vapourware.
When I first heard of this many months ago, I thought, dumbest idea ever!
Now, especially after seeing their site and watching the intro vid, it dawned on me how amazing this could be.
IF, and big IF, they can get a great handle on latency issues both visually and control latency, this could be bigger than xbox360 or ps3 or PC games.
This is what the cloud is for. Since all games are run in a data center, multiplayer lag is non-existant. It's like all players are local.
I am really hoping I get to try out the beta. This could change the entire gaming industry.
They're using their grammar skills there.