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.
on newer hardware running windows that may be true... for hardware more than a few years old or on alternative OSes or for games like Chrysis this isn't true.
again, that's only true for newer hardware. Photoshop can use over two gigs of RAM to handle larger files in a timely manner. Don't have the RAM? You may just be screwed.
Sigs are too short to say anything truly profound so read the above post instead.
quoting Onlive's beta sign-up page:
so not right now.
Sigs are too short to say anything truly profound so read the above post instead.
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.
The work actually required to create a Linux (or OSX) client is much less than it is to create a complete game, and theoretically they only need to do it once for all games. I hope they take the opportunity.
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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