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OnLive CEO Provides Details On Cloud Gaming

eldavojohn writes "OnLive is a new cloud gaming service that is in beta testing. While it might sound like nothing more than corporate buzzwords creeping over into the gaming world, a new video reveals how the CEO claims his service will work. Perlman explains OnLive's solution to the video game compression problem and talks about the '80 ms latency budget.' It's pretty interesting to listen to him figure out this budget and where the 'costs' come from. (Video only.) Now, this all hinges on the 'microconsole,' which — as he reveals at the beginning of the video — is so cheap they plan to give it away. We may also see it incorporated with TVs and other electronic devices. He goes on to talk about perceptual science and dealing with packet irregularities on the internet."

136 comments

  1. Oh! by QuantumG · · Score: 0, Flamebait

    There will be PC/Mac clients? Browser plugins even? Why didn't you say so, all of a sudden I give a shit.

    Word of advice: don't get blinded by the US market. They don't spend nearly as much on games as other parts of the world.. and they don't have the greatest broadband. Other than the fact that you're white, is there a reason why you're not rolling out in Korea first?

    --
    How we know is more important than what we know.
    1. Re:Oh! by wizardforce · · Score: 1

      Word of advice: don't get blinded by the US market. They don't spend nearly as much on games as other parts of the world..

      [citation needed]

      --
      Sigs are too short to say anything truly profound so read the above post instead.
    2. Re:Oh! by crossmr · · Score: 2, Interesting

      probably because gaming is saturated in Korea. There are PC-rooms everywhere. I can walk to about a dozen in less than 10 minutes. They're very cheap, and people in Korea are social gamers. They don't stay home and game. They go out and do it with their friends. Also Korean PC games are free. Only microtransactions for vanity things, and the system requirements are often quite low on most of them which means you don't need an expensive PC even if you wanted to game at home. A lot of home users use wireless laptops as well since they don't game at home. This pushes up the latency and packet issues.

      Not exactly an inviting market for this service.

    3. Re:Oh! by Anonymous Coward · · Score: 0

      I live in South Korea. Bootlegging is so rampant only MMO's make money since they have a way to get money out of the players. Cloud gaming has potential since it's more of a service than an object, and thus harder to bootleg. Of course, Korea's protectionist policies might hamstring your efforts to bring anything over here.

    4. Re:Oh! by incognito84 · · Score: 1

      You're on Dave's, right? Small world. (I also agree with what you said)

    5. Re:Oh! by incognito84 · · Score: 1

      Because it would work in Korea. It would work excellently and nobody would play it (they already have PC Bangs and the like).

      For Korean broadband standards, this isn't revolutionary.

      They should be testing it on the lowest common denominator first. I doubt this system is going to work in the US, Canada or most Western countries. There simply isn't enough bandwidth for it yet (or most people are going to play with such a low resolution that its not even worth it).

    6. Re:Oh! by crossmr · · Score: 1

      Yup.

      Even a lot of western games don't get big here, because they cost money. Koreans are all too happy to enjoy their free games.

    7. Re:Oh! by omni123 · · Score: 1

      There will be PC/Mac clients? Browser plugins even? Why didn't you say so, all of a sudden I give a shit.

      Word of advice: don't get blinded by the US market. They don't spend nearly as much on games as other parts of the world.. and they don't have the greatest broadband. Other than the fact that you're white, is there a reason why you're not rolling out in Korea first?

      The simple answer is publicity. Aion has been out for close to a year with 7 million users outside the western world then while approaching a western release it hits the front page of Slashdot a handful of times. That's all it is.

    8. Re:Oh! by RzUpAnmsCwrds · · Score: 1

      They don't spend nearly as much on games as other parts of the world.. and they don't have the greatest broadband. Other than the fact that you're white, is there a reason why you're not rolling out in Korea first?

      Because once you look at the contention ratio on Korean superbroadband you realize how utterly screwed you are if you attempt to push 50Mbps to a large number of subscribers.

      Here's a hint: A 10Gbps connection (OC-192 or 10G Ethernet) can only feed 200 subscribers if each of them is using 50Mbps. The last mile may be faster in Korea, but the backbone isn't substantially different.

    9. Re:Oh! by incognito84 · · Score: 1

      ...and their free games kinda suck. They're either WoW clones or CS clones. I wouldn't pay for them anyway.

      I was IncognitoHFX on Dave's. I am banned for the rest of my life for god knows what.

    10. Re:Oh! by Rogerborg · · Score: 1

      ...and their free games kinda suck. They're either WoW clones or CS clones. I wouldn't pay for them anyway.

      Mostly, yes, but as a counterpoint: Navy Field a WWII naval combat game. The technology is stone age - bitmaps, DirectX6, TCP - and it's poorly supported and run, but it just won't lie down and die.

      --
      If you were blocking sigs, you wouldn't have to read this.
    11. Re:Oh! by crossmr · · Score: 2, Informative

      Not all. I don't play the MMOs, my Korean isn't good enough, but I have a very infrequently updated blog where I walk people through how to sign up and play various games that don't require much Korean. There are some there that I enjoy. FPS, and MMOs lend themselves best to the whole vanity stuff. You can't break into the RTS market with a bomb because of Star Craft. I've found 1 or 2 Korean made RTS out there, but they're not currently running, they seem to be down for revamping. There is a decent scorched clone called Taan. Its cutesy, but interesting. Raycity is a decent MMO, interesting concept, also interesting to see a good portion of seoul mapped, with actual building fronts being used (circa 2006)

      Not all of the shooters are boom-headshot like counter strike.
      Bubble Fighter and Metal rage are two that I played which aren't that style.

    12. Re:Oh! by DMiax · · Score: 1

      1. e4 f5 2. Nc3 g5 3. Qh5++ shit!

      1. f4 e6 2. g4 Qh4++ shit!

    13. Re:Oh! by Jeff+DeMaagd · · Score: 4, Insightful

      You want to roll out in a market you're familiar with first (your home market), and during that time, you can have people do research on other markets and line up all your local people and resources.

      You don't want to just jump into an unfamiliar market right away, that leads to problems.

    14. Re:Oh! by Anonymous Coward · · Score: 0

      I believe this is what happened when an American car manufacturer sold a certain brand of their car in South America only later to find out the name they gave it meant death or destruction. Forgot the car name though.

    15. Re:Oh! by Coren22 · · Score: 1

      Urban Myth. The car generally sited is the Nova, and it is said that No Va means doesn't go, Spanish language would not consider nova=no va, they are two different things.

      --
      APK likes to ask for responses to the same things over and over. Maybe he just likes the responses?
    16. Re:Oh! by Anonymous Coward · · Score: 0

      you're right, when other places in the world pay american dollars to receive american games, and their currency is worth less than american dollars, they do indeed pay more for videogames.

      whether or not they purchase more games on average is a matter for CITATIONS.

    17. Re:Oh! by LordLimecat · · Score: 1

      TCP

      Hell yea, ICMP is the wave of the future

    18. Re:Oh! by slim · · Score: 1

      There will be PC/Mac clients? Browser plugins even? Why didn't you say so, all of a sudden I give a shit.

      They did say so, right from their first announcement.

    19. Re:Oh! by munctional · · Score: 1

      Usage of TCP in a game is odd. Most (all?) modern games use UDP which, while not guaranteed to be delivered, doesn't have a round-trip time associated with it.

      TCP should only be used in situations where packetloss is unacceptable (downloading game updates, sending credentials to a server, etc.) and not where only simple updates are happening (firing your gun, ordering a unit to move, etc.).

      --
      Functional programming... for real men!
    20. Re:Oh! by QuantumG · · Score: 0, Flamebait

      So to put it in my original terms: it's because they're white. Hint: hire an adviser.

      --
      How we know is more important than what we know.
  2. A transcript, please by BadAnalogyGuy · · Score: 0, Troll

    The first page doesn't even load for me, and I'm not interested in watching the video in the second link.

    Surely we can demand that this type of summary without textual links should not be written, altogether.

    1. Re:A transcript, please by Anonymous Coward · · Score: 2, Informative

      Wednesday, September 23, 2009
      How to Deliver Online Gaming, Minus the Lag
      OnLive CEO Steve Perlman explains how his cloud videogame service deals with real network conditions.
      By Erica Naone

      This March, a company called OnLive promised a gaming technology that seemed almost too good to be true. The company said it could deliver graphics-heavy video games over the Internet to any computer or to a miniconsole hooked to a television. This includes games such as the first-person shooter Crysis, which is normally beyond the capabilities of anything short of a multi-thousand-dollar gaming machine.

      Today at Technology Review's EmTech@MIT conference, OnLive founder and CEO Steve Perlman presented a live demo of the system in action.
      Video

      OnLive has met with skepticism from hardcore gamers. The big question is whether the system can transmit high-end games over the Internet without serious lag, and many have said it can't be done. OnLive is currently in an open beta, which involves testing its technology on a variety of real networks and computers.

      Though OnLive has developed its own compression technology, Perlman says that this is "just one piece of a complex problem."

      The main issue, he suggests, is dealing with real-world network conditions. The company has spent the last seven years in stealth mode learning to do just this. Years ago, Perlman says, OnLive's technology worked perfectly under ideal network conditions. Since then, a lot of work has gone into addressing less-than-perfect conditions.

      When streaming something like a video, a computer builds up a buffer to protect against network problems. The buffer buys some time to check whether the stream is flowing smoothly and to ask the server to resend any information that gets lost or corrupted along the way. In the case of a video game, which is inherently unpredictable, Perlman says that such a technique is out of the question.

      Instead, OnLive's system uses perceptual science to keep the gaming experience smooth. The company's algorithms adapt what's shown so that it seems to be a complete image while the screen is moving, even if it wouldn't look that way if the picture were still. This allows some leeway for network hiccups. "Each frame may not look good, but we always deliver the data," Perlman says.

      The company plans to launch to the public this winter.

    2. Re:A transcript, please by GradiusCVK · · Score: 2, Insightful

      You can make any demand you want. I won't join you on this issue, however; the video was interesting (the guy is a good speaker) and I'm glad to have seen it. Also, the text loaded perfectly fine for me... is "this type of summary" any summary which your particular machine and connection has a problem with? Are you suggesting that Slashdot send a tech to your house to make sure every submission works on your machine? Are we all to make this demand on your behalf?

    3. Re:A transcript, please by BadAnalogyGuy · · Score: 1

      WinXP with Firefox 3.0 without NoScript. Yes, I'd expect that Slashdot editors would vet submissions to at least work on this very very common platform.

      Wait, no, I don't expect the /. editors to do much of anything, now that you mention it.

    4. Re:A transcript, please by norpy · · Score: 1

      The issue with the page wasn't noscript but that the page loads and then performs a meta-redirect.

      due to annoying sites like news.com.au that auto refresh (to increase ad impressions) a lot of people disable this "feature"

    5. Re:A transcript, please by PitaBred · · Score: 1

      The first page loaded. Look at the top, and see there's a "skip this ad" link. That'll take you to the story. It's just that your script blocking makes it look like a failed load.

      Remember, very, very few people in the overall scheme of things run NoScript. By doing so, you're making a statement that you're ok with missing out on some things that other people get. Sometimes that's good, sometimes that's bad, but you lose your right to bitch when you actively install something that blocks content that may or may not be required to view the information.

    6. Re:A transcript, please by BadAnalogyGuy · · Score: 1

      I'm not running NoScript. I thought I made that clear in my other post.

    7. Re:A transcript, please by Anonymous Coward · · Score: 0

      Click here to skip straight to posting on /. about how dumb you are! Whatever you do, don't consider clicking the link to take you past the Ad to get to the article. After all, online news outlets should be required to give all their content away ad-free.

  3. Linux? by Anonymous Coward · · Score: 4, Insightful

    Does it run on Linux? I mean I know this question is often used in jest, but I'm serious.

    1. Re:Linux? by Anonymous Coward · · Score: 1, Informative

      Does it run on Linux? I mean I know this question is often used in jest, but I'm serious.

      Yes. Did you RTFA?

    2. Re:Linux? by Fluffeh · · Score: 1

      Yes. Did you RTFA?

      New here? No-one reads articles on slashdot. Welcome to the "summary crowd".

      --
      Moved to http://soylentnews.org/. You are invited to join us too!
    3. Re:Linux? by tonycheese · · Score: 1

      Did YOU RTFA? I don't see Linux mentioned anywhere in any of the articles.

    4. Re:Linux? by Yacoby · · Score: 1

      Does it run on Linux? I mean I know this question is often used in jest, but I'm serious.

      If it does then next year will truly be the year of Linux on the desktop

    5. Re:Linux? by L4t3r4lu5 · · Score: 1

      Linux gaming is all I've wanted to make me switch.

      Having to swap between Linux and Windows between getting games working and playing games just made me resent Linux for being too much like my day job. I don't come home to fix my OS; I come home to use it, and that's where Windows has the upper hand (at least as a gaming OS).

      This service, if it runs on Linux, will make Ballmer quite literally shit himself.

      --
      Finally had enough. Come see us over at https://soylentnews.org/
    6. Re:Linux? by Rogerborg · · Score: 1

      Oh noes, Have you tried WINE lately? I haven't tried it with anything cutting edge, but it surprised me by Just Working for the older (~San Andreas era) Windows games that I've tried it with.

      --
      If you were blocking sigs, you wouldn't have to read this.
    7. Re:Linux? by elrous0 · · Score: 1

      The CEO claims it will run on about everything (further indication, IMHO, that this is vaporware). The CEO probably would claim Commodore 64 compatibility if it got him some more venture capital.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    8. Re:Linux? by PitaBred · · Score: 1

      It doesn't run on Linux. The games themselves run on Windows, and the video feed and control is redirected to a little box on your end. That little box happens to run Linux. It's basically like VNC or rdesktop. Does it count as "running on Linux" if you run Office over an rdesktop connection to a Windows server from a Linux client? This is the same concept.

  4. Oh yes by Zouden · · Score: 4, Insightful

    "is so cheap they plan to give it away"

    Hey Perlman (if that is your real name): the dot-com bubble called. They want their failed business strategy back. Subsidise the hardware, sure, but don't give it away. That's just asking for financial disaster. Your business is risky enough as it is.

    --
    "A week in the lab saves an hour in the library"
    1. Re:Oh yes by psergiu · · Score: 4, Interesting

      Shhh ... shut up. They might hear you.

      I DO want a free box with Ethernet, wireless, HDMI, surround audio, USB (for wired controllers) and maybe Bluetooth (for the wireless ones) and with a CPU wih enough oomph to decode HD streamed video. If we manage to port XBMC on this ... :)

      --
      1% APY, No fees, Online Bank https://captl1.co/2uIErYq Don't let your $$$ sit in a no-interest acct.
    2. Re:Oh yes by slim · · Score: 5, Funny

      the dot-com bubble called. They want their failed business strategy back. Subsidise the hardware, sure, but don't give it away.

      My mobile phone company must be crying into their balance sheet.

    3. Re:Oh yes by Diabolus+Advocatus · · Score: 4, Funny

      Sshhhh. If they give it away I'll collect a few thousand and build a free beowulf cluster.

    4. Re:Oh yes by Zouden · · Score: 1

      Phone companies don't give away phones. You buy them as part of a contract. If that's what OnLive is doing, fine, but then they shouldn't say that the hardware is so cheap they can "give it away".

      The razor-and-razorblades model doesn't work if you give away the razors for free.

      --
      "A week in the lab saves an hour in the library"
    5. Re:Oh yes by Sockatume · · Score: 1

      Why not give it away? It's probably cheaper than the average cable TV box. Their real expenses are server-side, and need to be paid by gathering a large customer base. There's little to be gained by deterring potential customers by overcharging for a piece-of-crap streaming box.

      --
      No kidding!!! What do you say at this point?
    6. Re:Oh yes by slim · · Score: 1

      Phone companies don't give away phones. You buy them as part of a contract. If that's what OnLive is doing, fine, but then they shouldn't say that the hardware is so cheap they can "give it away".

      Semantics. Plenty of marketing will express it as an airtime contract with a "free phone".

      OnLive is the razor. The games are the razorblades, and you won't get those for free.

    7. Re:Oh yes by kripkenstein · · Score: 1

      "is so cheap they plan to give it away"

      Hey Perlman (if that is your real name): the dot-com bubble called. They want their failed business strategy back. Subsidise the hardware, sure, but don't give it away. That's just asking for financial disaster. Your business is risky enough as it is.

      They're not really giving anything away. The hardware will be 'free', but you'll be paying a hefty subscription.

      This isn't like the dot-com bubble's business model. This is like the cellphone business model.

      Anyhow this isn't the problem with the concept. The problem is they think games at 80ms lag are fun. That's 80ms of input lag, that is, between moving the mouse and seeing it move, or clicking a button and seeing a shot - not just for other player's actions. 80ms sounds horrible to me.

    8. Re:Oh yes by slim · · Score: 1

      a CPU wih enough oomph to decode HD streamed video

      If they decode video in the CPU, they're doing it wrong.

    9. Re:Oh yes by Anonymous Coward · · Score: 0

      It does with a Mac 3. I bought my Mac 3 in 2000 for a modest amount and have spent a small fortune on razor blades over the years. More than the razor itself cost.

    10. Re:Oh yes by drinkypoo · · Score: 1

      If they decode video in the CPU, they're doing it wrong.

      Using hardware decoders is non-trivial. You can't just call one library and have access to accelerated video on old nvidia, new nvidia, old ati, new ati, and intel at the same time. By targeting the CPU itself they reach the maximum number of subscribers, including those with shitty integrated video which can't really accelerate anything.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    11. Re:Oh yes by slim · · Score: 1

      Using hardware decoders is non-trivial.

      It's pretty trivial if you have control over the hardware. This particular thread is about the 'free' hardware they intend to distribute.

      The microconsole is bound to contain a cheap, low powered CPU, and a mass market decoder chip.

    12. Re:Oh yes by elrous0 · · Score: 1

      Don't be so cynical. I predict this system will be the biggest thing in consoles since the Phantom.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    13. Re:Oh yes by mrdoogee · · Score: 1

      Or perhaps even the N-Gage!

    14. Re:Oh yes by Guspaz · · Score: 1

      How is this any different from ISPs that give you a modem "free" with your subscription? Or Verizon putting down four figures to wire your house on the hope that they'll recoup it over a period of years? Or your cellphone company giving you a "free" phone with three year contract (or even on pay-as-you-go in Virgin Mobile USA's case)?

      If you're paying $x per month as a steady revenue stream, it's not a big deal. This isn't the same as giving away CueCats and hoping people use it, this is a hardware-provided-with-subscription kind of thing. Which is perfectly reasonable.

      Nothing at all like the stuff we saw during the dot-com bubble.

    15. Re:Oh yes by Anonymous Coward · · Score: 0

      Well giving it away would lead to unnecessary pickups. But if they charged a minimal fee that just covered shipping and a little extra, then at least people won't just order 1000 of them to make a botnet.

  5. Wait... by Sl4shd0t0rg · · Score: 2, Insightful

    Where I have I heard this before? Oh yeah, from a company that now makes lapboards and keyboards, Phantom is it?

    1. Re:Wait... by Sockatume · · Score: 3, Informative

      Your memory's faulty. The Phantom was essentially Steam or Xbox 360's version of Live before the infrastructure existed to support such a thing. It was still supposed to be a client-side games console. Server-side rendering is a different animal. A ridiculous animal, mind you, but a different animal none the less.

      --
      No kidding!!! What do you say at this point?
  6. Funding by Sl4shd0t0rg · · Score: 1

    Well looks like they are getting funding from some serious players:
    http://blog.seattlepi.com/techchron/archives/180603.asp
    http://blog.onlive.com/2009/09/29/onlive-closes-major-investment/
    AT&T Media Holdings, Inc., Lauder Partners, Warner Bros., Autodesk and Maverick Capital.

    1. Re:Funding by IBBoard · · Score: 1

      Warner Brothers are probably getting in there so that they can keep getting a cut of the money, even if people aren't playing their franchise games.

      AT&T are probably in there because they can make a killing through the extra bandwidth people will need!

      Other than that I've not heard of them (perhaps they're big in the US and not outside, or maybe they're some "behind the scenes" names who are big really but most people have just heard of the sub-companies).

    2. Re:Funding by Sl4shd0t0rg · · Score: 1

      I think Lauder Partners and Maverick Capital are venture capital companies. Autodesk, if it is THE Autodesk, is a big 2D and 3D design software company in the US. http://en.wikipedia.org/wiki/Autodesk

    3. Re:Funding by mrdoogee · · Score: 1

      AT&T may also be getting in on it just in case Verizon was thinking about getting in on it. Kinda as a "just in case" thing. If for some reason Onlive isn't vaporware, AND they manage to get thier ISP back to a "pay-per-bit" model they would stand to make a killing on bandwidth charges. I could also see them implying to onlive customers that AT&T's pipes are better for the service than Verizon's.

    4. Re:Funding by nevergleam · · Score: 1

      Games aren't the only applications that would benefit from what OnLive is researching and developing; as such, I imagine Autodesk is very interested in this kind of infrastructure. AutoCAD and Revit both demand a lot of computer resources, and since the licenses for these programs are relatively expensive, fronting both the cash for licenses and the high-end computers to run the programs may be prohibitive for some companies.

  7. What's the problem? by iCantSpell · · Score: 4, Insightful

    I live in Japan, and it only cost $60-80 USD a month to have a 100MB up & down fiber optic connection in every room of my house. I know Japan is only the size of California, but come on. Seriously, the US spends millions on beach sand and damn near nothing on real connections.

    1. Re:What's the problem? by crossmr · · Score: 1

      $29 in South Korea..

    2. Re:What's the problem? by RzUpAnmsCwrds · · Score: 1

      I live in Japan, and it only cost $60-80 USD a month to have a 100MB up & down fiber optic connection in every room of my house.

      Cablevision offers 100Mbps for $99/mo in the US. Comcast offers 50Mbps for $99/mo as well.

      Comcast has more customers than there are people in Korea. They will achieve 80% DOCSIS 3 coverage by the end of 2009. Delivering "100Mbps" is as simple as updating a configuration file. The problem is that the contention ratio would be horrible.

      Guess what, though? The contention ratio is horrible with ANY 100Mbps service. Fiber doesn't change that because you still need to backhaul the data through something. 5000 100Mbps subscribers with a contention ratio of 20:1 is 25Gbps, and I can bet you that they aren't using an OC-768 / STM-256x for every 5000 subscribers.

      My university offers "1Gbps" broadband (the LAN is 1Gbps and 10Gbps, and the Internet connection is 2Gbps). But if more than 10 people try to use 1Gbps, the network can't deliver.

    3. Re:What's the problem? by iCantSpell · · Score: 1

      That may be true, but that hasn't stopped me from completing a 700MB download in under 8 minutes.

    4. Re:What's the problem? by bluesatin · · Score: 1

      You do realise that 700MB in 8 minutes is only about 13.5Mb or so right?

    5. Re:What's the problem? by Sycraft-fu · · Score: 1

      Ya those are around the speeds I see on my cable connection. It is a little slower than that, it is technically a 10mbit cap but they are a bit generous with that so it really goes a little fast. I get an effective throughput to my computer of about 1.2 megabytes per second. That translates to a 700mb file in about 10 minutes. Not quite as fast, but not bad given that my connection is supposedly 1/10th the speed. Also, I seem to get that any time of day, and to anywhere that has sufficient bandwidth to support the speed. They are selling me speed they can deliver. They aren't giving me a high signaling rate but then not backing that up higher up stream.

      100mbit transfers mean a 700MB file in less than a minute.

    6. Re:What's the problem? by Anonymous Coward · · Score: 0

      live in Japan, and it only cost $60-80 USD a month to have a 100MB up & down fiber optic connection in every room of my house

      No, it doesn't. When you can download a 700MB file in under a minute, then you have a 100Mb connection (I assume you meant Mb, not MB. A home MB connection is ridiculous).

      As you indicate in a separate post, you take 8 MINUTES to download a 700 MB file. That works out to approx 12Mb/s.

      Welcome to the same speeds we can get in the US for $60-$80 USD/month.

    7. Re:What's the problem? by Fritzed · · Score: 1

      High Bandwidth != Low Latency

      You really wouldn't need that high of bandwidth to play this, it is just essentially streaming video. The issue is that that streaming video needs to be encoded, transmitted, decoded and displayed in under 100ms in order to avoid the user from perceiving the lag between pushing a button and the game registering the action.

      --
      Spooooon!!!!!
  8. Don't do it man! by syousef · · Score: 3, Funny

    Gaming on Weed might sounds like fun with all them clouds but the reality is you'll wake up in your mid 30s, broke, with no life and wish you hadn't. Besides everyone knows your reaction time is better when you're sober.

    --
    These posts express my own personal views, not those of my employer
  9. AT&T invests by Anonymous Coward · · Score: 0

    No it doesn't hinge on a microconsole. There are windows and mac clients too.

    The big news of the day is AT&T investing in Onlive. http://us.mobile.reuters.com/m/FullArticle/p.rdt/CTECH/ntechnologyNews_uUSTRE58T0PV20090930 With AT&T backing there is no caps and perhaps that is how they are solving the lag as well.

  10. We already have clouds gaming...MMORPGs by syousef · · Score: 3, Insightful

    Servers that scale: check. Resources brought online as needed: check. Software as a service: Check.

    And that's what make MMORPGs SUCK in my book. I can't play on the train (unless I spend a lot on wireless broadband - it ain't cheap in Aus). I have to rely on servers being up. I don't have time for any of that. If I get an hour to play a game, it needs to be available then and there whenever and whereever I get a chance to play.

    If I want online chat I'll socialise with real world friends and family. I even have a couple of backups (mobile phone and land line). If you think I'm a luddite keep in mind I was on Skype and MSN with my mother 2 nights ago (after going round and fixing the security on her wireless network). I know there are people who love these games - even to the point of neglecting "real" life, but I just can't get into a system where my pleasure is at some company's control. I don't want to play a game against a freakishly good 12 year old. I might be interested in a game against a real world friend but I don't want something that saps my time and requires friends interested in the same niche as me.

    By all means diversify but can we please keep traditional on a cd/dvd games that don't require a cloud, or even a network?

    --
    These posts express my own personal views, not those of my employer
    1. Re:We already have clouds gaming...MMORPGs by dbIII · · Score: 3, Interesting

      Not a bad idea. MMORPGs should really descend from the clouds and only connect when you do want the shared content. You could do single player quests on Tuesday nights instead of just watching TV. You could visit a city for repairs/travel portal/vendor/whatever without having the huge lag from having to load the position data for a couple of thousand players and without reading the transcipt of some pedo describing in which orifice he wants to put his hands.

    2. Re:We already have clouds gaming...MMORPGs by ummcdou4 · · Score: 1

      I missed the part about him nuking all the other game companies that makes games on a traditional cd/dvd.

      A market need that is profitable will be filled ( even some unprofitable ones)

    3. Re:We already have clouds gaming...MMORPGs by Anonymous Coward · · Score: 0

      Skype is for Luddites! Mate.

    4. Re:We already have clouds gaming...MMORPGs by Rogerborg · · Score: 3, Insightful

      Hi, server, it's Rogerborg - I'm back online. Yeah, the thing is, while I was playing offline, I won the game, got all the loot and hit level infinity. Be a good chap and update the world state, would you?

      What, you don't believe me? Dude, would my client lie to you? Seriously, don't be so paranoid.

      --
      If you were blocking sigs, you wouldn't have to read this.
    5. Re:We already have clouds gaming...MMORPGs by slim · · Score: 3, Insightful

      Servers that scale: check. Resources brought online as needed: check. Software as a service: Check.

      And that's what make MMORPGs SUCK in my book.

      Yet MMORPGs are a massive success. They fit in with the desires of millions, you're just not one of those millions.

      I don't buy makeup. I don't boldly announce that the makeup industry can't possibly make money.

    6. Re:We already have clouds gaming...MMORPGs by radish · · Score: 1

      You're missing the point. This isn't about the TYPE of games you play, it's about HOW you play them. The demos I've seen have been straightforward FPS and racing titles, not MMOs. These games can be single player or multiplayer - the idea is you can play PC games without having to buy a gaming PC. Yes it requires a network and yes it requires their service to be up, but that's not a big deal for most people.

      --

      ---- Den ene knappen er powerknapp, den andre er Bender voice knapp "Bite My Shiny Metal Ass"

    7. Re:We already have clouds gaming...MMORPGs by AbRASiON · · Score: 1

      While I think the idea of onlive is a complete and utter hype wank like the phantom console, you either didn't read the article or the article doesn't cover what Onlive is about.

      Onlive is a product designed to let you play any games, be it multiplayer or single player on very very low end hardware, all the computations are done remotely, you just need a client installed on your PC, laptop or possibly even console or set top box.
      They have a mammoth render farm of machines and a custom build of the games, say Crysis, Call of Duty 4, Counter Strike, whatever you like and you can play the latest and greatest game without upgrading your PC - you just need a huge, low latency internet connection to play it.

      Now as any experienced internet user would know, especially on slashdot, this is going to be a huge bucket of failure, it simply won't work due to latency, let alone for people in other countrties like Australia, with not only higher latency but lower download limits per month.

      The entire thing is rubbish and lies, it simply is not going to work as advertised - that being said, you didn't 'get' the article, the product is about streaming games to you (or anything!) you no longer need to own the computational equipment, just the display eqiupment.

    8. Re:We already have clouds gaming...MMORPGs by John+Betonschaar · · Score: 1

      You forgot how it's rubbish because the subscription fees for something like 5 years (the typicial lifespan of a console) would probably have to amount to at least the price of a decent console plus a few games each year, if they want to cover their costs. These huge gaming server rigs, bandwidth, power and game licenses don't come for free. Suppose 5 * 12 * $20, which would be $1200 already, which buys you a PS3 with 10 games. What I, as a consumer, would get in return, would be a 'gaming rig' that stops working when the network is down, most likely has worse visuals and and by construction would have worse input lag, and when I cancel my subscription I wouldn't have any games or consoles left. So I'd be getting an inferior service and no tangible goods, but would probably have to spend the

      So yes, I also think it's complete and utter hype wank and rubbish, and I wish the fools that poured good money into this idea that serves no-one all the best.... Explaining it to their shareholders...

    9. Re:We already have clouds gaming...MMORPGs by V+for+Vendetta · · Score: 1

      Gaika claims to "stream" MMOs.

    10. Re:We already have clouds gaming...MMORPGs by brkello · · Score: 1

      You forgot to add....now get off my lawn!

      But seriously, we all want games that cater to what we are looking for. Right now we have diversity enough to have something appeal to almost everyone. I don't see that changing for awhile.

      --
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    11. Re:We already have clouds gaming...MMORPGs by Anonymous Coward · · Score: 0

      You just explained exactly why i don't like most MMOs: not being able to play whenever i want. (ON a connection that is)

      Where have all the smart network managers went to? You know, the ones who can design networks with 0 downtime? (Outside of the whole building exploding of course.)
      Why are so many people building networks with very little redundancy? Especially when you consider Blizzard and the amount of money they rake in every single month, they CRAP profit.

      This is why i'll not pay for MMOs unless they have a PAYG system setup.
      Your average MMO would get countless more users with a PAYG system with the "vouchers" having a life of 2 months.

  11. 1337 Video by Anonymous Coward · · Score: 0

    That video got pretty 1337 right at the end.

  12. This will bring us good games and DRM by Anonymous Coward · · Score: 0

    I guess that sooner or later, there will be Linux client. There will be FreeBSD client. There can even be Solaris client! This will come from community of geeks who had enough of playing XBill ;).

    What I don't like about this, is that you no longer own a game copy. I buy older games not only because I have Intel integrateg graphics, but also because I can pass it on to my brother or my girlfriend when I'm done with it. No DRM in old games. New ones usually won't run on Linux so I don't care that much, but these are full of shitty DRM.

    I think that there is something really wrong about not having a copy of game, it takes out great value from service.

    I remember the times when we exchanged cardridges of NEX/SNES with friends when I was 12. That was great feeling. Now you loose it, it's sad.

  13. Cloud Banking by CuteSteveJobs · · Score: 1

    ... rhymes with Cloud Wanking.

    The allure of ***Cloud*** (insert fireworks) surprises and doesn't surprise me. Seems like any tech concept you can put in simple allegorical terms that can be understood by the technically illiterate investors (and tech journalists at Wired) is a surefire recipe for success. Here... let me try:

    "Mountain(TM) Computing! The Problem: computing resources are spread too thin across the enterprise. Solution: With Mountain(TM) computing we marshal them for access at the peak. Intel and Microsoft are excited about Mountain(TM) computing."

    Also see: Push, Web 2.0.

    1. Re:Cloud Banking by L4t3r4lu5 · · Score: 1

      At least you wouldn't need chillers on the top of Everest.

      --
      Finally had enough. Come see us over at https://soylentnews.org/
  14. How does this work in ... by Anonymous Coward · · Score: 0

    Broadband starved countries (Africa, Oceania) where we get chucked on 64kbps when we go over the limit? Do us a favour and don't bother bringing it over here. I have no desire to re-load the same bandwidth day after day ... what a waste of pipes. I'd rather install game ONCE and incur no bandwidth costs at all.

    1. Re:How does this work in ... by slim · · Score: 1

      How does this work in broadband starved countries (Africa, Oceania) where we get chucked on 64kbps when we go over the limit?

      It doesn't. It's not even offered. Next question?

  15. The cost-benefit analysis by Sockatume · · Score: 1

    For those with short attention spans, the product is supposed to provide games by server-side rendering. The essential question is: on aggregate, is it cheaper for them to buy the game-rendering hardware and set up the network infrastructure and add their margin, than for the end user to simply go out and buy a games console outright? If 20% of their users want to play Crysis 2, and 80% want to play Peggle, the company needs to buy enough heavy-duty hardware for all of those people to play Crysis 2, and still offer the service at a price which will please people who want Peggle. I'm not sure that the maths will work.

    --
    No kidding!!! What do you say at this point?
    1. Re:The cost-benefit analysis by slim · · Score: 1

      If 20% of their users want to play Crysis 2, and 80% want to play Peggle, the company needs to buy enough heavy-duty hardware for all of those people to play Crysis 2, and still offer the service at a price which will please people who want Peggle. I'm not sure that the maths will work.

      Er, no they don't.

      What's more, if 100% of their customers want to play Crysis 2, half on weekends, half on weekdays, then they only need to buy enough heavy-duty hardware for half the capacity. When a home console isn't being played, that's potential computing power being wasted.

    2. Re:The cost-benefit analysis by L4t3r4lu5 · · Score: 1

      More than likely, the graphics-intensive games will be rendered at resolutions which make mid-level hardware fine for what they require. You won't find a hardcore PC gamer using this service; 1920x1080 will be his choice, and he'll have the hardware to back it up. I see this as being piped to a widescreen 720p TV at best, 17" monitor at 1280x1024 maybe. Hopefully it'll followed by an app for Windows, OS/X, and Linux which will save on hardware costs to the company and mean I can finally 3D game on a laptop without needing to spend Great Britain Pound Sterling2500 on some 5kg Alienware monstrosity with power consumption measured in kW.

      --
      Finally had enough. Come see us over at https://soylentnews.org/
    3. Re:The cost-benefit analysis by giorgiofr · · Score: 2, Informative

      You know, I play most games at "full-everything" quality on an 8800GT and an Athlon X2 3800 with 4GB RAM. Power consumption is less than 300W at peak.
      You don't need monstruosities unless you are deeply in love with diminishing returns.

      --
      Global warming is a cube.
    4. Re:The cost-benefit analysis by Rogerborg · · Score: 1

      What's more, if 100% of their customers want to play Crysis 2, half on weekends, half on weekdays, then they only need to buy enough heavy-duty hardware for half the capacity.

      Until the next public holiday, when 100% of their customers try to play and either half of them can't, or all of them have a sucky experience. Still, at least that'll cause their paying customer base to reduce to the level that they can support, so I guess it's a self-solving problem.

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      If you were blocking sigs, you wouldn't have to read this.
    5. Re:The cost-benefit analysis by mariushm · · Score: 1

      It's even less... My quad core with a Radeon 4850 and 4 GB of memory won't go over 270W at full load, playing at 1920x1200 and highest settings. On idle, it's 167w... And this is with a bad power supply, a 460w with less than 75% power efficiency.

      As for parent poster, I agree... Crysis and other games would most likely be rendered at maximum 720p and low to medium settings, because any better quality would just be lost on the compression and people won't notice it. 4:3 will probably be rendered at 1280x1024 and then software resized to 640x480 and encoded...

    6. Re:The cost-benefit analysis by slim · · Score: 1

      Until the next public holiday, when 100% of their customers try to play and either half of them can't, or all of them have a sucky experience.

      It's up to them as service providers to work out the right scale. It will likely *never* be necessary to have enough grunt for every subscriber to be playing a top-end game simultanously.

      In your example of a public holiday, for instance - OK, some people will spend the day playing Crysis when they would normally be working. Others will go to see friends/family and not play games at all. Things even out.

      Yes, they'll need to predict peaks and provide for them. That's no different to any other service.

    7. Re:The cost-benefit analysis by slim · · Score: 1

      I see this as being piped to a widescreen 720p TV at best, 17" monitor at 1280x1024 maybe.

      OnLive does 'SD' or 'HD'. 'HD' is 720p. I'm guessing that SD is 640x480.

    8. Re:The cost-benefit analysis by slim · · Score: 1

      Newsflash: most people would consider your 8800GT, Athlon X2 3800 with 4GB RAM a very high level machine.

      Then there's all the people with laptops that have lots of CPU, lots of RAM, and a crummy graphics card.

    9. Re:The cost-benefit analysis by crossmr · · Score: 1

      In short. No. They have some serious issues here. Likely they're going to charge $19.99 or $29.99/month for this. Anymore and they risk making it look too expensive. That means each user will pay an average of $240/$360 a year. They will get money from partners, and maybe AT&T is going to give them a deal on bandwidth on their end. No doubt AT&T will double dip on its customers. What's the cost of a machine? Well its certainly more than $360. That's a good start on a graphics card to play crisis at 720 on full, which everyone will expect. Sure they'll get a deal for buying thousands of these machines. Here is where they run into issues. Do they need to buy 1 machine for every person? Absolutely. If they don't, they run a risk. As a brand new service trying to establish itself and quell the naysayers, any hiccups are going under a microscope. If they only buy 50%, peak times will have wait times. People will complain, they will get bad press. Everyone will say "I told you so", the service will end up being some niche service that a few thousand people use. Now the company also has to pay salaries, operating costs, and figure in a profit and use some cash for future growth. Maybe if they were charing $60/month, but who is going to pay that?

    10. Re:The cost-benefit analysis by Rogerborg · · Score: 1

      I agree that my 100% figure is just as bullshit as your 50%. The salient point is that they have to[*] provide enough iron to cover the peak, while not bankrupting themselves at the mean or median level of usage. That's going to be a tricky proposition since unlike (e.g.) an MMO they won't know the peak/mean load per customer until they've got enough customers to start losing them through bad service.

      [*] They don't have to, iff they don't mind hemorrhaging customers.

      --
      If you were blocking sigs, you wouldn't have to read this.
    11. Re:The cost-benefit analysis by slim · · Score: 1

      That's what the beta's for.

    12. Re:The cost-benefit analysis by L4t3r4lu5 · · Score: 1

      What's "most games"? I can pretty much guarantee you don't play FarCry 2, Crysis, or WoW with "full everything" on that computer, because I don't play those games with "full everything" on an overclocked 8800GTX, 4GB low-latency RAM, and a quad core Q6600 running at over 3GHz.

      Unless you're running it on an iPod screen.

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      Finally had enough. Come see us over at https://soylentnews.org/
    13. Re:The cost-benefit analysis by Rogerborg · · Score: 1

      +1 Insightful. OK, you win an Internet. Don't spend it all in once place.

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      If you were blocking sigs, you wouldn't have to read this.
    14. Re:The cost-benefit analysis by slim · · Score: 1

      Do they need to buy 1 machine for every person? Absolutely. If they don't, they run a risk.

      If all their users play the big games simultaneously, they're doomed. I personally don't think they'll get that kind of peak. Some people like to play at weekends, some before dinner, some after their SO has gone to bed.

      Likely they're going to charge $19.99 or $29.99/month for this.

      Source? I'm guessing you have no idea what they're going to charge. We don't know whether they'll charge by the hour or by the month, whether you'll buy a package or an individual game, any of that. My guess is it'll be a combination of these.

      Which leads me to another thought. With pricing, you can manage demand. Not enough capacity for everyone to play Crysis? Well, Wolfenstein costs $2/month and Crysis costs $5/month. Watch the usage patterns change.

    15. Re:The cost-benefit analysis by giorgiofr · · Score: 1

      I played Crysis, briefly, at mid-level settings. FarCry 2 does not pique my interest. But WoW?! It runs well on weaker setups than mine. I did turn everything to the max the couple of times I played it anyway.
      I am playing Dead Space, Stalker, Pathologic, EVE, DoW and a few other games at max settings. Resolution is 1280x1024. If I notice any slowing down I turn settings down a bit until it's smooth again.

      --
      Global warming is a cube.
    16. Re:The cost-benefit analysis by crossmr · · Score: 1

      If all their users play the big games simultaneously, they're doomed. I personally don't think they'll get that kind of peak. Some people like to play at weekends, some before dinner, some after their SO has gone to bed.

      Of course they are. Unfortunately they can't guess when these people want to play. Any hiccups in the service are going to translate to very bad press on a new service. So if people have to wait in line to play a game it is going to be a rather bad thing for them.

      Source? I'm guessing you have no idea what they're going to charge. We don't know whether they'll charge by the hour or by the month, whether you'll buy a package or an individual game, any of that. My guess is it'll be a combination of these.

      Which leads me to another thought. With pricing, you can manage demand. Not enough capacity for everyone to play Crysis? Well, Wolfenstein costs $2/month and Crysis costs $5/month. Watch the usage patterns change.

      Why run 2 machines? Its going to suck if you buy 1000 machines for peggle and 1000 machines for crysis and 1500 people want to play crysis and 20 want to play peggle level games.

      Since they're not going to ghost a machine to prep it for every player, i think their only logical choice is to install every game on every machine.

      I can't see why anyone would want to pay a monthly fee to play a single non-mmorpg game. That's just ludicrous. A key advantage with this service would be for people who like to sample a lot of games, like a rental service. If they expect me to pay $5/month to play only crysis, forget it. Sometimes I go through periods where nothing grabs me, I 2 days on this game, 2 days on that game, being able to switch rapidly between games for the same cost would appeal to me.

      I think they're going to run into far too many issues when they try and roll this out.

    17. Re:The cost-benefit analysis by slim · · Score: 1

      Why run 2 machines? Its going to suck if you buy 1000 machines for peggle and 1000 machines for crysis and 1500 people want to play crysis and 20 want to play peggle level games.

      Since they're not going to ghost a machine to prep it for every player, i think their only logical choice is to install every game on every machine.

      Clearly, you wouldn't "install" a game on any individual server.

      You'd have the game files on a big fileserver (SAN, whatever). You'd have the same software on every single game server, and the supervisor node that assigns players to hardware would know the hardware specs of each server.

      Then you'd use a best-fit algorithm to decide which is the most appropriate place to host the requested game. One server could host one game of Crysis, or 5 games of Bioshock, or 20 games of Peggle. Or 2 games of Bioshock and 12 games of Peggle.

      Just an example.

      If they expect me to pay $5/month to play only crysis, forget it.

      Yet it's common to pay $60 to play a game for less than a month (people who buy a console game, finish it quickly, and don't bother trading it).

      I've often paid over $5 for XBLA games that I've finished in a few days and will never return to.

    18. Re:The cost-benefit analysis by PingSpike · · Score: 1

      And thats why I think this is an absolutely retarded idea. Lets assume for a moment that they have a wizard on staff that has allowed them to workaround the United States' horrible broadband infrastructure and cause transmission latency times to exceed the speed of light over Joe Sixpacks 12mb/s comcrap connection. They claim the reason people are going to want this is because "they won't need to buy a multi-thousand dollar PC". What? I'm not even sure I could spend several thousand dollars on a gaming PC if I wanted too these days, even loading it up with bullshit like gaming NICs and quad video cards. This isn't 1992. For anyone that has been paying attention a perfectly suitable gaming PC today means buying a dell with a decent midrange processor, plopping a $75-200 video card and maybe some cheap ram in it. Hardware has never been cheaper or faster. Trying to save a few nickles on hardware in exchange for paying a monthly fee to rent my games of off expensive, capped, shotty internet connection is quite idiotic.

      The ONLY advantage this might have is removing compatibility/installation headaches (which have improved over the years but are still the bane of PC gaming). But the answer to that question was to buy a game console that you don't need to run that over your crappy net connection to play single player games and it'll probably still work 5 years down the road* after this company has gone bankrupt.

      *May not apply to all Xbox 360s consoles

    19. Re:The cost-benefit analysis by L4t3r4lu5 · · Score: 1

      Ah, that's the difference. I turn details down and run at 1920x1200.

      WoW shadows hobble the latest systems, and have done since WotLK. They did something very bad with particle effects with that release.

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      Finally had enough. Come see us over at https://soylentnews.org/
  16. never trust the client by Anonymous Coward · · Score: 0

    You should never ever trust the client. This would be impossible to do, because people would cheat like hell..

    1. Re:never trust the client by spydum · · Score: 1

      Sounds exactly like Diablo and it's multiplayer/open option.. it was diluted with hacks and cloning and such..

  17. multicast? by molecular · · Score: 1

    In the video, when he talks about spectators all watching one person (same stream), he says they would use "multicast within our datacenters". Well, I could see the point of using multicast up to the end-points through the whole path (which, at least in germany, sadly won't work, because providers here don't support it), but using it within the datacenters? How will that help 100.000 people watching the stream, you will still need to unicast it expensively to every single viewer from the border of the datacenter.

    Can someone clear this up for me? Would multicasting work on US-Internet?

    1. Re:multicast? by citizenr · · Score: 1

      Multicast doesn't work anywhere over internet. I think they want to install datacenters directly at big ISPs and hope for special deals catering to their needs. Maybe they will share revenue with those ISPs?
      I dont see this working and scaling in any shape or form without special treatment from big providers. Hell, even youtube likes to slow down at some times of day, and youtube uses less bandwidth and crappiest resolution.

      --
      Who logs in to gdm? Not I, said the duck.
    2. Re:multicast? by molecular · · Score: 1

      Too bad to see a nice solution not be used, just because it gives ISPs more power/income to provide similar functionality in some other way.

      It wouldn't cost Providers/Carriers too much to enable multicasting, would it? (most (all?) Cisco-Routers can do it, for example.)

  18. The timing issues seem kind of sketchy by iteyoidar · · Score: 1

    I feel like this would totally destroy rhythm based games and fighting games where even 30 or 40 ms lag is noticeable to the average player because of the way the timing works. Aiming in shooting games would probably feel too weird to be very enjoyable.

    Imagine some sort of cloud gaming future in like 2050 where vast swaths of game genres have been killed off by the lag inherent to the game systems, and people play nothing but slow paced adventure and puzzle games!

    1. Re:The timing issues seem kind of sketchy by Redlite · · Score: 1

      FPSs are still very playable at ~50ms.

  19. Clip length = proof of quality by Negrin · · Score: 1

    The video is 13:37 long. OnLive must be good.

  20. latency is not the only problem that this will hit by Joe+The+Dragon · · Score: 1

    latency is not the only problem that this will hit.

    I see bandwidth as one big one as many people only have 1.5-3 meg download and can't get faster. also cable may not be much better just think about how much load this will put on a node if a block full of people all hit this at the same time.

    also the need for a LOT of hardware at EACH data center (Hardware needs like 1 high end pc per user for a lot of the games + back end systems) and the they will need a lot of data centers all over the place to keep lag down.

    hot cable israel has a system like this running on there cable boxes and that type of setup may work here but likely some like that will hit the same thing people see with VOD they will run out of slots for this.

  21. The future of new graphics tech by Floritard · · Score: 1

    So if we all move to simple client apps and micro consoles, no longer upgrading our machines ourselves, then who will be driving high-end graphics innovations? With no market for PC graphics cards or even for cards in new consoles then who pays ATI / Nvidia to continue developing new technology? I suppose the responsibility then falls to game developers? Will they need to push new graphics innovation nearly as hard as the current market where large companies are constantly competing to upstage each other visually?

    1. Re:The future of new graphics tech by slim · · Score: 1

      With no market for PC graphics cards or even for cards in new consoles then who pays ATI / Nvidia to continue developing new technology?

      Firstly, the servers for cloud gaming services will need loads of GPUs, so demand for new graphics chips would not diminish.

      Secondly, this isn't going to obsolete locally hosted gaming. Many people will still want to run ninja gaming rigs; many people will want to play on traditional consoles. Cloud gaming may poach some customers away from local gaming, and it may attract people who could never be bothered with the hassles of local gaming. But it won't kill local gaming.

    2. Re:The future of new graphics tech by aXis100 · · Score: 1

      Also, many (if not most) people wont have the network capability to play cloud gaming. There are many days when my feed cant keep up with YouTube, and that's with dedicated ADSL. What about when I'm travelling or at a hotspot?

  22. Not semantics by Sycraft-fu · · Score: 1

    The difference is that with a mobile phone, they have some gaurentee of income because of the contract. The contract says "You agree to pay us this much a month for X months, or a single lump fee of Y should you cancel the contract." Ok well that means that if you keep your contract, they make money since you pay them for service each month. If you cancel, the fee is sufficient to cover the cost of the phone.

    However if this is a situation of "Here's free hardware, you pay for games," that only works if I have any intention of paying for the games. What happens if I take their free hardware, and then don't use their service? They are now out the cost of the hardware.

    1. Re:Not semantics by slim · · Score: 1

      The difference is that with a mobile phone, they have some gaurentee of income because of the contract.

      We don't yet know whether OnLive intends to give away microconsoles without a contract.

      My first guess is that it will come free with a contract. Just as with a cable box or a satellite receiver.

  23. Ahh yes by Sycraft-fu · · Score: 1

    Because our nations are so similar. Ok so you've got a nice cheap connection. May I ask how much you pay for your living arrangements? Also, how big is the place you live? For reference I pay about $850/month for my place. I don't rent, I own. That amount includes principal and interest on the loan, taxes, and association dues. For that I have a 167 square meter, 3 bedroom, condo. The condo grounds have a pool and jacuzzi for the use of the residents, as well as some nice grassy areas to sit and read and so on. How's that stack up to your housing?

    I'm not trying to brag, I am trying to say that we don't live in similar nations. Japan has some advantages the US doesn't, but those come at a cost just as the advantages the US has come at a cost. Where I live, things are a bit spread out. There's 50 miles of nothing in all directions one you leave the city, and the city itself is very spread out, rarely are things more than a couple stories high.

    Also, how's the upstream on that connection? I don't mean upload speed, I mean speed of the links higher up. You get 100mbps signaling rate, that's great. Can you get that kind of speed to other places in Japan off your ISP? How about to places in the US or Europe?

    I ask because in my experience, these massive links that many foreign countries have seem to be more or less big WANs. By that I mean they have high bandwidth links to the users, but no upstream backing it up. So you get blazing transfers to other customers, good transfers to anyone peered with the ISP, average to lousy transfers to anywhere else.

    Now maybe that's ok with you, however that's real different from my connection. It is only 10mbit, but I get that to anywhere that can handle it. They have sufficient upstream at all levels to sustain that kind of speed. I am just not so impressed when people talk about their fast connections, but it is only fast to a select group of people.

    I mean I could claim I have a gigabit connection at work. The signaling speed to my computer is gig, and I get those kinds of speeds to some things. However the switch it is on only has a gig uplink, and the switch that connects to only has a gig uplink and so on and the campus itself (I work for a university) only has about a gig of total Internet bandwidth. So I can get gig transfers to our file server, and I can get near gig transfers to someone in another building, but I'm only getting 50-100mbit or so (depending on how loaded the network is) out to the Internet at large. As such saying it is a "gigabit" Internet connection would be misleading. Technically maybe, but not in real operation.

    1. Re:Ahh yes by Anonymous Coward · · Score: 0

      Yech. Condos. Getting to play pretend you own the place while still paying rent forever to the condo association. Condo associations, homeowners associations, bleh. The last thing I think I'd want is to willingly subject myself to some mini-tyrannical pseudo-government.

  24. Re:13m:37s Video by Anonymous Coward · · Score: 0

    Dammit. Parent tricked me into watching the entire video only to learn no new information. The 1337 he speaks of is the video's runtime: 13m:37s.

  25. Re:What's the problem? A: "80 ms" latency by Anonymous Coward · · Score: 0

    It's not just the network bandwith: the 80ms they talk about is probably the ideal case for the time since the user sends input until the server sens the resulting frame and the frame decodes and shows on the user's screen. In real conditions not only I suspect the number is higher, but it will add up to the latency already existing in the game itself -- sometimes as high as 200ms (for GTA) as talked about in article posted on Slashdot recently. Add those ideal 80ms to it (+ whatever is real) and you'll get such a lag that I'm guessing the your mind will have enough time to ask, wait a minute what am I doing here?

  26. Infinium Phantom? by Anonymous Coward · · Score: 0

    Isn't this the Phantom from infinium labs that was eventually considered vaporware? Sounds like same dream.

  27. I want a standalone app for my pc that does this by Sark666 · · Score: 1

    It would be cool, if on the road, I could launch one of my games whereever I'm at (say a friends) and play my games. But instead of a service, I want to run the server myself.

    There's streammygame.com for the pc (haven't tried it yet) but again it's a service and not standalone.

  28. WebTV take 2 by lie2me · · Score: 1

    I really liked all his arguments, exactly the same as WebTV, also exactly the same as why keep mainframes and centralized computing.
    Come on, didn't 30 years of history teach you anything at all?

  29. What Do I Own If Purchasing This Gaming Service? by smilnrt · · Score: 1

    A piece of "cloud?" I mean if this thing goes belly up, then what do you have? Years later (so long as the console still functions) you can play your Atari 2600 games, your Odyssey games, etc. Some may laugh at you but hey you own it, and can play until your gaming heart is content. I think this will be the "Betamax" or "HD-DVD" of the gaming world.