Slashdot Mirror


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."

19 of 136 comments (clear)

  1. 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.

  2. 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.

  3. 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.

  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.

  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. 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.

  7. 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?

  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. 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 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.
    3. 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.

  10. 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.
  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 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.