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OnLive Gaming Service Gets Lukewarm Approval

Vigile writes "When the OnLive cloud-based gaming service was first announced back in March of 2009, it was met with equal parts excitement and controversy. While the idea of playing games on just about any kind of hardware thanks to remote rendering and streaming video was interesting, the larger issue remained of how OnLive planned to solve the latency problem. With the closed beta currently underway, PC Perspective put the OnLive gaming service to the test by comparing the user experiences of the OnLive-based games to the experiences with the same locally installed titles. The end result appears to be that while slower input-dependent games like Burnout: Paradise worked pretty well, games that require a fast twitch-based input scheme like UT3 did not."

198 comments

  1. Duuuuuh by Anonymous Coward · · Score: 0

    Was this really a surprise to anyone who knows anything about the technicalities of time critical mechanisms in games?

    1. Re:Duuuuuh by Anonymous Coward · · Score: 0

      If you can stick a rack of servers at most large ISPs, it will work. Even a hop or two away you can probably get 20ms round trip to a lot of residential broadband users, which is roughly equivalent to the input lag of a cheap LCD monitor.

      It's completely doable technically, as long as you're not stupid enough to think that you need a few big datacenters. You need lots of small ones, everywhere.

    2. Re:Duuuuuh by fuzzyfuzzyfungus · · Score: 1

      However, you are still dealing with 20ms plus the input lag of the cheap LCD monitor that the user will no doubt have...

    3. Re:Duuuuuh by sadness203 · · Score: 1

      Well, people playing online game already have this latency issue, and a bunch of them already have cheap LCD monitor... I guess they can live with it.

    4. Re:Duuuuuh by Anonymous Coward · · Score: 0

      Most LCD monitors, including the cheap ones, have 4-5ms response times. 20ms is much more latency and yet you'd be lucky to even get that. In most online shooter games that I play (UT, Q3) the ping is usually 60-150ms for what is a considered a "good" rate. Servers that I can get 60ms to are all extremely close to me geographically.

      To expect someone to have enough bandwidth to stream 1920x1200 at 60fps from a remote render farm with realistically 50-150ms response time is idiotic.

    5. Re:Duuuuuh by Svartalf · · Score: 5, Interesting

      Actually...it's doable technically with only a very, very small number of subscribers.

      Latency and bandwidth will kill the whole thing.

      You have to use peak values per customer in your figuring for it to even remotely work the way they portrayed this.

      Given this:

      1.5Mbits/s for the feed per user for SD experience with OnLive.

      You can serve roughly as an absolute maximum :

      30 users on a T3.
      103 users on an OC-3.
      404 users on an OC-12.
      1658 users on an OC-48.

      You can expect about $250-500k/mo recurring costs on that OC-48. As another observation, you will likely need to serve 2/3rds to 3/4ths of those numbers to keep the latency usable because as you fill the pipe to capacity, traffic will be subject to the congestion algorithms in the routers and machines at both ends of the pipe. Now, some will state that they'll place the stuff at the ISP's end of things... Then the ISP gets the joy of this same level of connectivity- and they're bitching about "freeloaders" and "bandwidth problems" right now.

      OnLive is snake oil trying to be sold to the game industry as a solution to their "control" problem. It's an alternate DRM play. And it can NEVER work in our lifetime. You can't field enough bandwidth cheaply enough to accomplish it.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    6. Re:Duuuuuh by slim · · Score: 1

      I think this is a well thought out post in general. However:

      1.5Mbits/s for the feed per user for SD experience with OnLive.

      TFA measured ~750kbps for 720p.

      Maybe your 1.5Mbps was from OnLive's announcement of the peak bandwidth required?

    7. Re:Duuuuuh by IBBoard · · Score: 2, Funny

      [OnLive] can NEVER work in our lifetime.

      You say that, but I've been using a "remote generation of gaming images" system for years and there is basically no lag. Okay, the catalogue of games is a little limited, but the control and response is amazing. Distance? I'd say about three or four feet from the input and output devices to the box that generates my images. Definitely remote from the devices and definitely working over wires without latency issues.

      So, it is already working, and I can't see why I'd want to change to this new one.

    8. Re:Duuuuuh by poetmatt · · Score: 1

      I'm so tired of people thinking it can be done - this thing has as much hype as the apple tablet, and neither of these have anything. Both are horrible deliveries and over promises, not that such a concept is foreign to apple. Onlive however is new, and has been doing this since day one. I pity anyone who's invested in onlive at this point.

    9. Re:Duuuuuh by Anonymous Coward · · Score: 0

      TFA, according to his screenshot, actually measured about 700KB/s.... yes, kilobytes. It was displayed as 702,419 BYTES per second. So he was actually pulling at a 5.5mb/s speed.

    10. Re:Duuuuuh by dunezone · · Score: 2, Funny

      So as the Mythbusters would say, plausible but not practical?

    11. Re:Duuuuuh by Anonymous Coward · · Score: 1, Informative

      $250-500k/mo for an OC-48? Do you work for the government? No one pays that... I just placed an order for a east coast to west coast 10G private line p2p link with 2 year commit for 11k a month.

    12. Re:Duuuuuh by MstrFool · · Score: 1

      Personally, I'm tired of all the folks saying things can't be done. Ok, granted, it isn't going to work with what we have in place today. But what you are saying is the sorts of things people keep saying time and time again, only to be proven wrong. '640k is more then enough for any one' Remember that one from B Gates? How about 'I can foresee a maximum of three to four computers needed world wide' from the head of IBM. How about the ever popular 'Powered flight will never be possible' or 'Mankind can never reach the moon'. To toss out 'it can't be done' is a strong indication that you haven't payed any attention to history. Can't be don't right now? Ok, that only holds till some one figures out how, but to think it just can't be done? Please, wake up and look at the world. It's full of things that people proved could never be done. Think it's unlikely to be done? Well, I happen to remember when 300 baud was an amazing speed to have at home. Try playing Eve at that, or even that breakneck speed of 14.4 that was more then any one needed. Remember when a full game came on a single 5.25 disk, and had room for saves on it? Things change, get used to it. The Grid at CERN can do it today, and before you point out that CERN is a high tech gov lab just remember ARPA net was only for that as well at the start, and not that long ago. Today its kid, the internet, is the biggest source of home porn, movies and games in history at speeds no one believed possible. It won't be all that many years from now that some one may be looking at your post and laughing about how you thought it could never be done. And just think, you may well still be around to shake your head and feel embarrassed about it. Though your comment about feeling sorry for any one that invested, well, have to give you that one. Right now OnLive looks to be a kid making sandcastles and claiming he's going to be a world changing architect some day.

      --
      Question reality.
    13. Re:Duuuuuh by nedlohs · · Score: 1

      There are people alive today who were alive before electronic computers existed.

      There were people alive before we pulled off heavier-than-air flight who were also alive when we walked on the moon.

      A lot can change in a lifetime, especially when the main problem you are pointing out is cost.

    14. Re:Duuuuuh by Anonymous Coward · · Score: 0

      You've made some assumptions that are not neccessarily correct. Sure, if OnLive was hosted on servers which I have to reach over the public internet, I'd agree with you. But maybe, just maybe, OnLive is using this beta period to demostrate that the technology exists and works so that they can establish relationships with the right ISVs (read: cable companies like Comcast). If Comcast hosts OnLive servers at their regional data centers (avoiding the public internet altogether), then there is the potential for ample bandwidth and low latency to their subscribers, and without the OC-48 costs you have assumed must be there.

    15. Re:Duuuuuh by chevyGrowl · · Score: 1

      Those games aren't rendered on the servers though... there's just a little more information there...

    16. Re:Duuuuuh by poetmatt · · Score: 1

      Let me make this real simple. You're incorrect in your thought process. I'm tired of your lack of understanding that skepticism is EXTREMELY important for society. Skepticism, and someone's lack of belief in something, and is what results in new discovery. It's the concept of taking off your rose colored glasses. On one hand is blind skepticism, and the other is fanaticism. Most people do not have blind skepticism, they have educated guesses.

      Your age (and yes, I remember baud days and the punchcards too yet I was never old enough to have to use punchcards - but I still have in my possession my father's set, and know what the program was and what the output is) are not a validation to the fact that technology can evolve beyond our wildest dreams. It is not a reason to illogically believe in something that doesn't have fact behind it. People can understand the past and make quite good assumptions about what is to come in the future by simple correlation.

      The future is not some mystical, impossible to figure out, horrible or excellent thing. It's simply what's coming down the road, and some people can see ahead of them, and some people have blinders on. I love the future, and I enjoy it, but that is me, and my definition doesn't have any impact on what is society's definition of the future.

  2. Yet another infomation-free summary... by Anonymous Coward · · Score: 5, Informative

    The guy logged in using credentials 'borrowed' from an authorised beta tester, from more than twice the recommended distance from the server, acknowledged multiple high latency (due to distance) notifications, and the best he could do is damn the service with faint praise.

    1. Re:Yet another infomation-free summary... by Anonymous Coward · · Score: 0

      Do you work for OnLive? Then how do you fail to acknowledge that for games that are highly dependent on reaction speed even a few millis of latency may add up to a laggy experience? The problem may be exacerbated by the reporter's distance from the server, sure. But for serious gamers it is common knowledge that remote playing will not ever be as quick as a LAN frag fest.

    2. Re:Yet another infomation-free summary... by Anonymous Coward · · Score: 0

      What's that? The beta tester was a regular guy who didn't get special treatment and his experience was mediocre, thereby more accurately representing the actual product!?

    3. Re:Yet another infomation-free summary... by Anonymous Coward · · Score: 1, Funny

      If you want to try to shoot the messenger, make sure you're close enough to the server. ;)

    4. Re:Yet another infomation-free summary... by Trepidity · · Score: 3, Interesting

      But for serious gamers it is common knowledge that remote playing will not ever be as quick as a LAN frag fest.

      Possibly true, but possibly also might not matter, if it's still quick enough. After all, playing on the internet isn't as quick as a "LAN frag fest", and yet the vast majority of gamers, even of twitch-heavy games, are playing on the internet, not on LANs.

    5. Re:Yet another infomation-free summary... by Anonymous Coward · · Score: 0

      It's a stupid idea... it needs to be damned by damn...

    6. Re:Yet another infomation-free summary... by Anonymous Coward · · Score: 0

      Difference between sending signals which correspond to an action and a full round trip of player input and video rendering output.

    7. Re:Yet another infomation-free summary... by slim · · Score: 3, Interesting

      Even when it's a full product, you won't be allowed to sign up if you're not in a geographically suitable place.

      It seems that the eventual plan is that it will dynamically assign your session to the closest datacentre. But for the timebeing, each Beta tester's ID is assigned a datacentre at registration time, and that's the one that ID will use every time.

      It explains in the TFA that he borrowed the login credentials from a beta tester in another part of the country. Hence he wasn't using a nearby server, as he would have been if he was a real beta tester, or in future, a paying customer.

      It's pretty amazing it worked as well as it did, considering all that.

    8. Re:Yet another infomation-free summary... by Anonymous Coward · · Score: 5, Informative

      ". After all, playing on the internet isn't as quick as a "LAN frag fest", and yet the vast majority of gamers, even of twitch-heavy games, are playing on the internet, not on LANs."

      With tons of client side prediction and faking trying very very hard to hide the client-server lag.

      With OnLive, you can't do that - it just sends some inputs and gets some video back.

      I mean, this could work under optimal, super fast network connections, but I'm pretty sure ensuring you have such a connection would be so expensive that this is a solution to a problem that doesn't exist - it is always cheaper to spend the money on client side hardware instead. I'm sure stupid venture capitalists will keep pumping money into this with idiotic projections how bazillion people will pay X dollars per month or hour or whatever that will somehow cover those network infrastructure costs.

      I doubt it will and few years from now OnLive goes bust taking a big pile of money with it, but hey, you never know... can't do impossible stuff without trying.

    9. Re:Yet another infomation-free summary... by Anonymous Coward · · Score: 0

      Nope, no connection to this at all; just that I comment so rarely on /. that there's no point having an account. I would have thought that the rest of your comment is blindingly obvious and didn't need to be stated. 'Serious' gamers are probably not the target market for this product, so again, no real need to mention it.

    10. Re:Yet another infomation-free summary... by Caue · · Score: 1

      mediocre = average, so enough for most people. that's a damn good result if you are going for the average user (not the nerdy pro-gamer).

    11. Re:Yet another infomation-free summary... by tolan-b · · Score: 1

      OnLive have clearly said that they think the latency isn't too much for most people if it's lower than 80ms, they've made a big deal about how far you have to be from the server and a reviewer dislikes it because the latency is too high when he's using it in a way that OnLive said would make the latency too high? What a surprise!

    12. Re:Yet another infomation-free summary... by slim · · Score: 1

      OnLive knows all this. They set themselves a target of 80ms round-trip latency.

      To achieve this, they set certain geographical limits. This journalist broke those limits. The software warning him about high latency. He observed high latency.

      Note that some games are perceived as OK despite up to 200ms round-trip latency. GTA IV on the Xbox was measured to have 133-200ms latency. Nobody cared because it's not a twitch game.

    13. Re:Yet another infomation-free summary... by Kneo24 · · Score: 1

      Which, once again, may not matter to the average gamer. We're not talking about the hardcore gamer here. They already have and get what they want for serious gaming. The average gamer doesn't necessarily do this and is used to playing under sub optimal conditions anyway. Ever take a look at STEAM's hardware survey? Most people have older hardware, not newer hardware. They're already experiencing plenty of computational lag on their end. This service may not be any different than that,

    14. Re:Yet another infomation-free summary... by tepples · · Score: 1

      With tons of client side prediction

      How well does client-side prediction work in an input-heavy game, like a fighting game, played between continents? You could be playing just fine, and then half a second later when the updates make it through, you're dead because your computer didn't predict that the other player would do a juggle-spike combo on you.

    15. Re:Yet another infomation-free summary... by tepples · · Score: 0

      Even when it's a full product, you won't be allowed to sign up if you're not in a geographically suitable place.

      Then the product will have few customers because most people aren't willing to spend thousands of dollars/euros to move to "a geographically suitable place."

    16. Re:Yet another infomation-free summary... by Rockoon · · Score: 2, Insightful

      We used to play twitch games all the time back when 56K modems (and thus, latency considerably higher than 80ms) were state of the art. Counter-Strike was born on 56K modems, for example.

      The game has to be specifically written to deal with it, but it can be done.

      Just the same, I think that this service will be a monumental failure. I just dont see how they will recover the costs, because they can't make it too expensive or the end user can save money by buying a machine that doesnt require their service. Those that already have such a machine (mostly everybody) wont even consider paying the extra costs.

      --
      "His name was James Damore."
    17. Re:Yet another infomation-free summary... by slim · · Score: 1

      Have you noticed how people tend to cluster into populous areas?

      My wild guess is they'll put the servers where the people are, rather than expect people to move.

    18. Re:Yet another infomation-free summary... by MetalAngel · · Score: 1

      The article itself states that the writer got warnings that the latency is not good. The slashdot bottom line: " The end result appears to be that while slower input-dependent games like Burnout: Paradise worked pretty well, games that require a fast twitch-based input scheme like UT3 did not." is therefore complete utter nonsense. Lots of Lag -> of course UT3 does not work. Duh ! It would have been another story if there weren't any warnings... It also would have been another story if this wasn't a beta and 50% of the users get this warning. ... but like this you can't conclude anything. Thinking before writing helps.

    19. Re:Yet another infomation-free summary... by Anonymous Coward · · Score: 0

      You seem to have a poor understanding of the phrases 'information free' and 'damn with faint praise', as I see *neither* of those apply to the summary (for the former) or the article (for the latter).

    20. Re:Yet another infomation-free summary... by MetalAngel · · Score: 1

      Did you see their talk a few weeks ago ? They will deploy datacenters in several locations in the US. Almost everyone (except a few place up in the north) will be able to play.

    21. Re:Yet another infomation-free summary... by Anonymous Coward · · Score: 0

      Not very well.

      Street Fighter IV over Games for Windows LIVE would be a good example. It requires fairly good connection to be playable.

      Anyway, the main point of client side prediction and "cheats" is to *hide* the fact that yes, any online gaming has unavoidable latency between your button press and something happening in the "definite" version of the game world that is usually modeled on a server. If your local side can show the action even before it is confirmed by the server to occur, it looks better and if the client can somehow make things look plausible in cases of conflict, even better.

      In normal Client-Server online play, the client is effectively trying to run a very well faked show of what is most likely going to happen on the server in the very near future (0.3-0.5 seconds or 300-500ms) based on your inputs and recent data from other players and then goes for a bag of tricks when it guesses wrong. This is not an exact science, but you can pretty easily tell which games can do this well and which don't. On the MMO side, just compare, say, World of Warcraft which fakes things reasonably well (to a point, it isn't perfect in high lag situations) and, say, Lord of the Rings Online (which suffered, at least early on, from noticeable stuttering and sliding when displaying the positions of other players - no idea if things have improved since I last played it).

      OnLive cannot do any of this, so at all times you have an input lag and it will be annoying under anything except the most optimal conditions (50ms). You wouldn't need much client side trickery for normal online games today if you could guarantee that everyone has sub-50ms latency to the server.

    22. Re:Yet another infomation-free summary... by montyzooooma · · Score: 1

      I remember playing the original Quake beta demo (not Quakeworld) online and you had to learn to lead your shots so they'd land where you thought your opponent was going to be. Everything since Quakeworld has been gravy.

    23. Re:Yet another infomation-free summary... by Anonymous Coward · · Score: 0

      but everyone was in the same situation so the playing field was even. now having that much lag combined with instakill stile of gaming mean that the one with the shorter ping wins

    24. Re:Yet another infomation-free summary... by icebraining · · Score: 1

      Wrong. People with old hardware can reduce the quality to get good performance (I play Call of Duty 4 in 800x600, lowest quality), but there's no switch than can lower the RTT.

    25. Re:Yet another infomation-free summary... by Anonymous Coward · · Score: 0

      You're forgetting about client-side prediction which can't be done if you're only sending results (screen) as opposed to data to be evaluated by the client engine.

      The prediction is how a crap connection can still be used to play a modern MMO or FPS reasonably well.

      Valve has a very interesting article in the half-life SDK describing the prediction and latency reduction techniques they used to make counter-strike playable.

    26. Re:Yet another infomation-free summary... by Chris+Mattern · · Score: 1

      They're already experiencing plenty of computational lag on their end. This service may not be any different than that,

      But they can't make a living on "not any different than that". They have to justify their subscription fee by being much, much better than what the average gamer has in his box, which is already paid for and he doesn't have to pay monthly for. This is not gonna work.

    27. Re:Yet another infomation-free summary... by uncledrax · · Score: 1

      The guy logged in using credentials 'borrowed' from an authorised beta tester,....

      I know most people take Beta/OpenBeta NDAs as just 'who cares' documents, but there is a reason they exist, and assuming they were signed and stuff, they are (IANAL) binding.

        I'd be surprised if "PC Perspective" didn't get a C&D already..

      --
      ----- The internet has given everyone the ability to have their voice heard equally as loud.. even if they shouldn't be
    28. Re:Yet another infomation-free summary... by XDirtypunkX · · Score: 1

      At the same time, we called anyone with a low latency connection an LBP and they often dominated the server.

    29. Re:Yet another infomation-free summary... by thePowerOfGrayskull · · Score: 1

      Let's not forget his belief that "750,000 bps" = 1 Mbps, not 7.5Mbs (or closer to 1MB/sec, not 1Mb...) . And to your point, there's a reason closed betas are closed. In addition to latency due to distance, this is also still a beta - you can be assured that they are tweaking for performance and other issues on a regular basis. Any numbers you get from such a beta are pretty meaningless.

    30. Re:Yet another infomation-free summary... by thePowerOfGrayskull · · Score: 1

      Then the product will have few customers because most people aren't willing to spend thousands of dollars/euros to move to "a geographically suitable place."

      Umm... the nature of geographically suitable places is that they are also more populous ... providing for more customers...

    31. Re:Yet another infomation-free summary... by delinear · · Score: 1

      I think the benefits of the system are that, theoretically, you can take it with you anywhere, you never have to buy a system again but benefit from hardware upgrades, etc. Those are all advtanges over the current model, but ultimately if the experience suffers I still think you're right and it won't work.

    32. Re:Yet another infomation-free summary... by anyGould · · Score: 1

      Do you work for OnLive? Then how do you fail to acknowledge that for games that are highly dependent on reaction speed even a few millis of latency may add up to a laggy experience? The problem may be exacerbated by the reporter's distance from the server, sure. But for serious gamers it is common knowledge that remote playing will not ever be as quick as a LAN frag fest.

      Sadly, I'm at work and can't dig up the YouTube link, but there was a talk/tech demo given at Columbia where they seemed very upfront about the technical challenges. In particular, it was stated that the time budget from "push button" to "see result on screen" was 80 ms, and was then broken down in to the various categories (so much time for local routing, so much time for video processing, etc). IIRC, the budget for data transport was 24 ms (which worked out to 1000 miles client to server).

      Can't say whether it's a good idea (I'd be more likely to go for it as a monthly subscription model rather than a "pay full price but don't get anything" system, myself), but the talk was remarkably frank about what the restrictions were and how they planned to work around them.

    33. Re:Yet another infomation-free summary... by Anonymous Coward · · Score: 0

      I think you mean LPB (as in "low ping bastard"). Those were the days... :)

    34. Re:Yet another infomation-free summary... by AdamTrace · · Score: 1

      Low Bastard Ping? I think you mean LPB... :)

      Ahh, I remember those days. I had a shirt with a network jack on it that said "LPB", and my DSL was the envy of my friends.

    35. Re:Yet another infomation-free summary... by Guspaz · · Score: 1

      Apparently not as much as you think. Check out these measured latencies from XBox 360 games:

      http://www.eurogamer.net/articles/digitalfoundry-lag-factor-article?page=3

      The lowest any game got was 67ms of latency, and Unreal Tournament 3 measured 100ms-133ms.

      There's a *LOT* of leeway in there to account for 20ms of network latency.

      The problem with the PC Perspective article, other than that he was using a borrowed account, was that the OnLive beta has a limited number of PoPs active; the beta is limited to the geographical areas near the PoPs.

      The author of the article alternatively either had OnLive refuse to connect since the latency was too high, or received warnings that the latency was too high; he ignored them. It's obvious that that would seriously impact performance.

      I'll do some math... I'm sitting on a fibre connection, pinging a fibre connection 1752 miles away, and getting peak latency of 60ms. Let's assume the user is on DSL and add 10ms of latency to account for that, 70ms. OnLive has a maximum range of 1000 miles, so they'd have 34+10ms of latency, or 44ms of network latency. You're already over one frame worth of latency, but this is worst-case for a user at the edge of the range of a PoP.

      Now, if the author of the article was at least twice as far away, you'd be expecting him to get at least 78ms of latency or more... We're starting to talk about 2-3 frames of lag at least. And that is where responsiveness starts going down the tubes.

      He complained about going half a screen past enemies in UT3; if we assume that a twitch action to rotate by 90 degrees takes one fifth of a second (which is probably slower than reality), and the author's ill-adviced "preview" of OnLive has added perhaps 50ms of latency over the intended experience. That would mean that he would overshoot his mark by about 23 degrees, which sounds about right from his experience.

      OnLive will always have problems with twitch games; I suspect games like UT3 will work for users who are quite close to the PoP and experience good conditions. But most other games that are not latency sensitive should work fine for anyone in range of a PoP. The author, however, was far enough away that even those games start to have issues.

      If the author had done all his previewing at the home of this "friend of a friend", we might have seen something more representative of what the final service will behave like!

    36. Re:Yet another infomation-free summary... by Cinder6 · · Score: 1

      Possibly true, but possibly also might not matter, if it's still quick enough. After all, playing on the internet isn't as quick as a "LAN frag fest", and yet the vast majority of gamers, even of twitch-heavy games, are playing on the internet, not on LANs.

      Heh. We're talking about gamers here. These are the same people who say that wireless controllers are too slow, that 5ms monitors are too slow, and that a 1-frame lag in Street Fighter 2 totally kills their game--even though all these things are all demonstrably quicker than their reflexes or visible acuity. Imagine how they'll react to something like OnLive?

      I think the service would get less bad press if it didn't have games that required fast-twitch reactions, such as FPSs. Sure, you might get less subscribers because those games aren't available, but there'd be less angry people, I'll wager.

      --
      If you can't convince them, convict them.
    37. Re:Yet another infomation-free summary... by belgar · · Score: 1

      Oh, Lag fighting with Mechwarrior 2 on the Kali network. Such fond memories.

      --
      What does it mean to wake out of a dream
      and be wearing someone else's shorts?
      BNL, Born on a Pirate Ship (1998)
    38. Re:Yet another infomation-free summary... by Kneo24 · · Score: 1

      You're on the other end of the spectrum, the cheap ass gamer spectrum. Like I said, this service appears to be geared towards the average PC gamer.

      Also, I bet you are experiencing plenty of system lag, whether you realize it or not. I had a friend like that, he thought his set up was fine on old hardware, absolute minimum settings possible. When I gave him my old parts to put in his box, he finally understood what I meant by his system lag.

      Also, I don't believe people would settle for near the bottom in terms of graphical settings for a service like this. I'm not sure if they're expecting top of the line, but I don't see people being ok with low quality either.

    39. Re:Yet another infomation-free summary... by Doggabone · · Score: 1

      Heh. We're talking about gamers here. These are the same people who say that wireless controllers are too slow, that 5ms monitors are too slow, and that a 1-frame lag in Street Fighter 2 totally kills their game--even though all these things are all demonstrably quicker than their reflexes or visible acuity. Imagine how they'll react to something like OnLive?

      Maybe we aren't talking about gamers - maybe we're we talking about people who play games. There's a lot of people who don't get that excited about games who might subscribe to such a service, if it's technically sound and has enough games. The other question, aside from the technical, is whether that kinda gamer market can be reached and appealed to. For me, it'd be a lot less than buying the games I want to play (although these days it's easy to find stacks of five dollar games), and so I might be a customer.

    40. Re:Yet another infomation-free summary... by Hurricane78 · · Score: 1

      Nice way of putting spin on it, to twist in in your favor, OnLive CEO Steve Perlman!

      But this single paragraph will make me never ever come in contact with your company again,

      Please note that due to legal actions being taken against us including a DMCA notice given to our website hosting service, we have removed all of OnLive's logos from this article. I apologize that this screws up the preview just a bit, but the words are still 100% the same as they were when originally published!

      That was obviously a complete dick move, to get the article off the net, because it shows what you like to hide:
      That the service does not work in practice, that the lag kills it, and that it’s utter crap.
      Also I assume, that if you pull such shit on others, you would pull even worse shit on me, as soon as we would have a contract.

      No. Freakin’. Thanks!

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    41. Re:Yet another infomation-free summary... by Anonymous Coward · · Score: 0

      Not really. Cox Cable offers 50MB up/25MB down for $130/month.

    42. Re:Yet another infomation-free summary... by XDirtypunkX · · Score: 1

      Yes, LPB. Well played!

    43. Re:Yet another infomation-free summary... by hkmwbz · · Score: 1
      You are an idiot. The guy was way outside the maximum recommended range. Of course his findings are going to be hideously wrong. Also, did he really use someone else's login, something which the service TOS probably clearly forbid?

      He even got a warning every time he connected that he was out of range.

      And the service is apparently going to reject people who aren't in range anyway, so you are clearly a bit retarded.

      --
      Clever signature text goes here.
    44. Re:Yet another infomation-free summary... by icebraining · · Score: 1

      You're on the other end of the spectrum, the cheap ass gamer spectrum. Like I said, this service appears to be geared towards the average PC gamer.

      Then I would experience more computational lag, making RTT even less important.

      Also, I bet you are experiencing plenty of system lag, whether you realize it or not. I had a friend like that, he thought his set up was fine on old hardware, absolute minimum settings possible. When I gave him my old parts to put in his box, he finally understood what I meant by his system lag

      Sometimes I go to "lan houses" to play with friends, and they have computers than can sustain CoD4 in HQ & HD fine, but I find it to be pretty much the same, just more detailed. My score is about the same either.

  3. Technically competent gamers can sum this up. by AbRASiON · · Score: 0, Redundant

    With a single word.
    "DUH!"

  4. As expected by mseeger · · Score: 1

    I think the results are as expected or even slightly better than expected (at least from my viewpoint). It shows that something like OnLive will be workable in the future with slightly faster interenet access.

    My problems with OnLive are not related to the technical side. Even though i am mostly a casual gamer (at least since i gave up WoW) and i could profit from Pay-per-Hour, i am not sure i would like this. It would require a lot of trust from my side, OnLive has still to earn.

    CU, Martin

    1. Re:As expected by bluesatin · · Score: 1

      This is an issue with latency, not bandwidth; even if you had a dedicated 100Mb line but had 100 ping it would be unplayable.

      I doubt future improvements will be able to speed up the hardware that process signals by a huge margin, and presumably they're not going to change the speed of light any time soon; the only real thing they can do is put the data centres closer to the end-user to improve performance.

    2. Re:As expected by slim · · Score: 1

      the only real thing they can do is put the data centres closer to the end-user to improve performance

      They're doing that. But Perlman claims that they're also:
        - Developing smarter routing algorithms
        - Tuning at the IP packet level, to increase speed on domestic routers etc. (I guess this is largely about getting the MTU right, dynamically)

    3. Re:As expected by mseeger · · Score: 2, Informative

      Latency (for a not overbooked line) depends on bandwitdh and packet size. Same packetsize and ten times the bandwidth reduces the latency nearly by a factor of ten (on a single line).

      Overall latency depends on the sum of all latencies for each lines on the way plus a bonus for each router. The bonus for the routers is not the issue. The number of hops can be influenced by a service provider like OnLive through Peering Agreements. Something OnLive cannot influence, is the last mile to the customer. Usually 30-50% of the total latency happens here. So an increase in bandwidth will help there.

      In my case if have a latency of about 25-30ms to the major hosting providers here in germany (which is due to a fast line [6mbps + Fastpath]). The time can be distributed as follows:

      - 2ms (my home network)
      - 12ms my DSL line
      - 2ms my Provider
      - 10ms Upstrean Provider
      - 1ms Hosting Provider

      Even in my case nearly 50% of the latency is created on the last mile. The packet travels Kiel -> Hamburg -> Hannover -> Duesseldorf -> Frankfurt. That amounts to perhaps 400 miles. 50% of the latency on 1% of the way seems to me as a pretty conclusive argument that more bandwidth to the enduser would overall latency significantly.

      CU, Martin

      P.S. This all depends on the Bandwidth not being overbooked.....

    4. Re:As expected by Anonymous Coward · · Score: 0

      It might seem like getting a local data center to reduce latency is quite far fetched right now. But naturally technology develops and data centers shrink both in size and cost thus distributing them in the same manner as a fast food franchise wouldn't be too hard to imagine in the coming decades. So there's definitely a future for this.

    5. Re:As expected by bluesatin · · Score: 1

      Latency (for a not overbooked line) depends on bandwitdh and packet size. Same packetsize and ten times the bandwidth reduces the latency nearly by a factor of ten (on a single line).

      I'm confused as to how this statement holds up, currently I have a 16Mb or so line at home with pings of about say 100ms to a server. If I was to get an upgrade to a 50Mb line, this means my ping would go down to 32ms?

      Surely latency is how long the signal takes to get to a server and back, how would allowing more signals to go back and forward help increase the speed that they get to the server and back?

      Car analogy:
      If say the speed-limit on a motorway was 70mph, and there was no congestion on the road; why would adding in extra lanes to the motorway increase how fast I get to my destination?

    6. Re:As expected by mseeger · · Score: 3, Informative
      Hi,

      If say the speed-limit on a motorway was 70mph, and there was no congestion on the road; why would adding in extra lanes to the motorway increase how fast I get to my destination?

      You get the car analogy wrong. A packet of 100 bytes is not similar to a single car. It consists of 800 cars (bits). So if you increase the number of lanes more cars can travel. Each car travels still the same speed (of light) but by allowing more cars at the same time, the delivery (packet) distributed over 800 cars gets delivered faster.

      The time a packet takes to get transmitted is roughly: packetsize/bandbidth.

      Say you have a 10mbps line and a 1000bytes packet. This will take 8000 bit / 10.000.0000 bit / s = 0,00008 s or 0,8ms (one way). So the latency through the line will be roughly 1,6ms. If you got to 100mbps ethenet or even gigabit ethernet, the time will go down by factor 10 each step.

      But there are some side effects: Sometimes packets are packed into larger packets to fill the line better. This will increase the latency. When the speed of the line is high, the time the OS needs to send/receive the packets gets more influence on the latency. Also the latency may occur in your providers network because he overbvooks the service (selling access for more cars than the lanes allow and therfor creating congestion).

      To see wether your line is the chokepoint use Traceroute to see where the latency happens. If the latency already occurs close to you, a faster line may improve the latency. Also look for features from your provider as "fastpath".

      CU, Martin

      P.S. This is a very short overview of the topic. A complete coverage would come as a book. BTW the books have already been written: Richard W. Stevens: TCP/IP Illustrated.

    7. Re:As expected by Anonymous Coward · · Score: 0

      Latency (for a not overbooked line) depends on bandwitdh and packet size. Same packetsize and ten times the bandwidth reduces the latency nearly by a factor of ten (on a single line).

      I am pretty sure that the amount of bandwidth that you have has no real bearing on how much latency you get. My home connection is only a 1.5mbps DSL line, but I can ping servers from here in Los Angeles to San Francisco with similar response times to yours. I also occasionally use a 20mbps satellite connection and it has noticeably higher latency due to the nature of satellite transmission.

      When it comes to latency, the bandwidth isn't what matters, the route used to the destination does.

    8. Re:As expected by Svartalf · · Score: 1

      It's an issue of both.

      With the ping being bad it sucks for the end user.
      With the sheer amount of bandwidth needed, there's no way the feed-ends could keep up with more than a couple hundred to a couple thousand.

      An OC-48's only able to really handle about 1200 or so realistically.

      If you overbook the bandwidth or server resources, you will degrade things accordingly.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    9. Re:As expected by wgoodman · · Score: 1

      Electrical signals don't travel at the speed of light. Ethernet is generally ~.5C. Not entirely sure what the speed for fiber is, but it is also a bit less than C. Just for giggles, I should point out that the sunlight that you see is also not reaching you traveling at C since C is defined as the speed of light in a vacuum. I'm aware that for all intents and purposes, it's easy enough to consider them all as traveling as C since the difference in time is so minute over terrestrial distances. It just gets me when people start a point by saying that the signals are traveling at the speed of light.

    10. Re:As expected by Svartalf · · Score: 1

      Heh... That's a used car salesman's pitch of things.

      "Smarter" routing algorithms have to be applied to each and every router in the mix that might see the traffic for that to work. Do you see the ISP's ripping every Cisco and Juniper out to accomodate them?

      "Tuning" at the "IP packet level"? Perlman said this?

      There's a magic size that will increase bandwidth to peak. Smaller stuff means you don't get as much through because of latencies, etc. Larger stuff,you end up getting more and more bandwidth with diminishing returns and worse and worse latency. You can't "increase speed" on a domestic router by playing games with packet sizes- and the MTU isn't something that magically changes things like you think it does...

      MTU stands for "Maxium Transfer Unit" and is the maximum amount of data that can be transferred via a single packet on a given media transport. You could get a bit of a boost of speed by dinking with the MTU size a bit on a dialup link because there wasn't any max packet size and they almost always set the MTU rather low. 1500's the max on most stuff these days because that's the atom for an Ethernet or similar networking system. Messing with the MTU can cause serious problems for stuff you're pushing across the wire when it's not within the max of the systems you're routing through. Pretty much everything is at 1500 over the Connected Internet and you'll gain nothing by changing it upwards and downwards just fragments the hell out of your packets.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    11. Re:As expected by mseeger · · Score: 2, Informative

      Quibbler :-) You wanted it....

      For our example 0.5C is sufficently close to C to call it "speed of light" :-). As you point out, the "speed of light" is not the same as C. I can find materials where the speed of light is below 0.5C. So saying that the electric signal travels at the speed of light is correct since i didn't mention any matrial i would be measuring the speed of light in....

      Point, game and match :-)

      CU, Martin

      P.S. I have references to materials reducing the speed of light to 17m/s (38mph for you imperial bastards) without significant absorption. So even our cars goes at the speed of light ....

    12. Re:As expected by mseeger · · Score: 2, Informative

      Satellite is a very special case. You cannot (as i did) speak of "the last mile" here.... It's more "the last 20.000+ miles" ;-). Even then the formula still holds up if you use sufficently large packets :-). The formula is valid if the packet size is larger than the storage capacity of the line (a 10mbps satellite link has a storage capacity of ~200KB, which is no reasonable packet size).

      Without making a lecture, the last mile is usually one of the Latency Hogs for a lot of the users. By increasing the bandwidth you can reduce the latency. Other parameters include your continent (not easily changed), the quality of your provider (carefully obfuscated by marketing), the technology used (black box for most users), the peerings of your provider (traceroute is your friend), etc.

      BTW: Most users think of bandwidth only in one direction. But espescially if you do serious gaming, the uplink may be responsible for a lot of your latency. Moving the crosshair and pressing a button in a shooter may result in a 400 byte package. If you have a 128kbps uplink, this gives you already 25ms latency on the way out. Usually incoming and outgoing bandwidth are tied together in package by your provider. So increasing the bandwidth, may really help gamers.

      CU, Martin

    13. Re:As expected by BobMcD · · Score: 2, Funny

      P.S. I have references to materials reducing the speed of light to 17m/s (38mph for you imperial bastards) without significant absorption.

      Why am I suddenly wearing a black helmet and breathing through a respirator?

    14. Re:As expected by thePowerOfGrayskull · · Score: 1

      It would require a lot of trust from my side, OnLive has still to earn

      Trust? In what way, beyond what you would give *any* online merchant to whom you provide your credit card info?

    15. Re:As expected by mseeger · · Score: 2, Funny

      Why am I suddenly wearing a black helmet and breathing through a respirator?

      If you're calculating in inches, pounds, gallons or miles: that's worse. I can forgive any honest villain, but not non-metric....

    16. Re:As expected by mseeger · · Score: 3, Insightful

      Trust? In what way, beyond what you would give *any* online merchant to whom you provide your credit card info?

      It's like with honest politician: I trust them to stay bought....

      Something i value with my games is to take an old savegame and try something new. If i don't "own" the game but just purchased a service, the game or the savegame may disappear.

      If e.g. Amazon takes my money and won't deliver my copy of Mass Effect 2, i have a good chance to get my money back. But if i purchase OnLive to play Mass Effect 2 and they remove the game from their list, my "invested" time and some of my money is gone. If this happens 1-2 years after the purchase, there is nothing i can do that will have any effect.

      Someone taking my credit card credentials and using them fraudulently is a known process i know how to handle.

      CU, Martin

    17. Re:As expected by mbourgon · · Score: 1

      So what you're saying is: The internet is not a dump truck?

      --
      "Sometimes a woman is a kind of religion, she can save your soul & set you free from all your sins" - Bad Examples
    18. Re:As expected by Sobrique · · Score: 1

      Change MTU upwards.
      Set Do Not Fragment on packet
      If connection doesn't work, say user's connection isn't good enough, but offer to let them continue anyway, provided they accept this.
      Thus the get to weasel it, so the users who's connection is 'substandard' don't count towards their metrics, and the 2 people who happen to have end to end gig-e get good response times, which they can cite in their propaganda.

    19. Re:As expected by LordVader717 · · Score: 1

      A packet of 100 bytes is not similar to a single car. It consists of 800 cars (bits). So if you increase the number of lanes more cars can travel. Each car travels still the same speed (of light) but by allowing more cars at the same time, the delivery (packet) distributed over 800 cars gets delivered faster.

      Your reasoning doesn't make sense. First off, if latency were mainly dependent on the signal speed in the cables, they would be only a few milliseconds and would certainly be negligible for the last mile.
      Second, internet communication is serial, not parallel so the car analogy makes no sense.

    20. Re:As expected by mseeger · · Score: 1

      > First off, if latency were mainly dependent on the signal speed in the cables, they would be only a few milliseconds and would certainly be negligible for the last mile.

      Please note:

      1. I never said that the signaling speed would affect latency.
      2. I said the bandwidth affects the latency of the line involved.
      3. My analogy was: If you assume the internet connection is a highway where cars travel at the same speed (hghway: 70mph, internet: signaling speed) than the bandwidth represents the number of lanes i terms of throughput. With more lanes/bandwidth you can transport more in the same time.
      4. The analogy of lanes and bandwidth is not a perfect one, but i wanted to stay in the picture of the original post.

      CU, Martin

    21. Re:As expected by TheThiefMaster · · Score: 1

      Going halfway around the world at 0.5C would take 133ms, enough to make your earlier statement that latency only depends on bandwidth and packet size a fallacy.

      The latency to transmit/receive a packet on of an otherwise empty line is:
      [Distance] / [Propagation velocity of signal] + [Packet size] / [Bandwidth] * [hops]

      [Propagation velocity of signal] for Cat.5e UTP is 0.64c
      [hops] is the number of lines between computers or routing devices. e.g. if your pc is connected to a network switch and then another pc, that's two hops, one between your pc and the switch, and one between the switch and the other pc. Routers need to receive the entire packet before they can resend it on the next hop, which is why hops need to be multiplied in. Over the internet the number of hops can get quite ludicrous. It's around 18 hops from me to www.google.co.uk and most other uk sites (including my own), let alone sites in America (the transatlantic link typically adds 70ms to round-trip time), or other countries.
      If the hops have different link speeds, calculate [Packet size] / [Bandwidth] for each one and add them up.

      Also, a link doesn't have to be overloaded to add significantly to latency. Packets are produced fairly randomly between hosts (especially during gaming), so the likelihood of collisions at a shared link is quite high. Two systems might only be using 1/10th of their private local link each, but if they're trying to share another link at any point, 1% of the time both systems will try to use the link at once, there will be a packet collision and one of the packets will be delayed by the time it takes to transmit the other on the shared link. If the shared link is the same speed as the link to each pc, then for each packet delayed there is a 19% chance that the link will get another packet from one or both of the two pcs, which will also be delayed, with a 1% chance that both will have and there will be yet another packet delayed.

      And that's with two pcs. With a whole street or more sharing a single link (50:1 "contention" is common), assuming only 1% usage each (only 50% total usage of the link), the chance of a packet collision causing delay is approx 10%, with the unlucky packet being delayed by one to (if it's really unlucky) 49 packets. For each packet of delay, there is another 40% chance that another 1-50 packets will get queued and delayed. I don't know how to find the average delay except by simulation, but you should be able to see that the queue of delayed packets can grow quite quickly, and that even in this low-use case adding several ms to the latency of the average packet at a single link isn't infeasible.

    22. Re:As expected by thePowerOfGrayskull · · Score: 1

      I can see this, but only to a point. I guess it depends on the reason for the subscription -- if you subscribed it to play a specific game, then yes it would be a definite issue. (Though you'd have the option of canceling your subscription... I assume....)

  5. Videos removed from YouTube already by l_bratch · · Score: 2, Interesting

    The menu video seems to be available, but the in game videos now give:

    "This video is no longer available due to a copyright claim by OnLive, Inc..."

  6. Slower input dependant? BURNOUT?! by Anonymous Coward · · Score: 0

    Are you kidding me? Of all the arcade racing games I've ever played in my life this series ranks up as one higher ones in terms of needing to have fast reflexes (thus, input delay would be a huge factor).

  7. I doubt this will catch on... by Ralz · · Score: 0

    I don't really see this catching on if I'm honest.
    People that play graphically intensive games online are likely to also play those games in single player, or other single player games as well, and I doubt OnLive will be serving single player games in this way, and even if they do who is going to want to play a single player game with all the lag of a multiplayer? And most of these people will have higher-than-average spec computers anyway, so playing games wont be an issue.
    And games like WOW etc. aren't particularly demanding of hardware, any mid spec or even most low spec computers made in the last few years will be able to handle it no problem.

    And what about people that want to play games over LAN sometimes? Having the game installed locally on your machine is much better than having it stored miles away on someone elses server that you don't have any real access to.

    --
    I am a leaf on the wind, watch how I soar.
    1. Re:I doubt this will catch on... by slim · · Score: 1

      People that play graphically intensive games online [...] And most of these people will have higher-than-average spec computers anyway

      It's not intended for the people you're talking about. Those people already have a means to play high-end games; and they're probably stuck in their ways too.

      OnLive is for people who currently don't play those games, because of the cost/effort. People who are curious to try Crysis, but not curious enough to buy a gaming graphics card. The aim is to remove the barriers that say 'Casual gamers must tolerate low end graphics'.

    2. Re:I doubt this will catch on... by Anonymous Coward · · Score: 0

      also the crisis demo on the iphone was impressive. on that device, bandwith is also not a concern as you move lot less pixels. still 3g have too much latency and you'll need a goot wireless router.

    3. Re:I doubt this will catch on... by Ralz · · Score: 0

      Well I'd imagine that games such as Crysis would be almost unplayable (especially on 'Ultra' graphics settings, which I expect most people would want to use) as the amount of data needed to be sent from the server to your computer would be massive in comparison to the data transferred when playing a 'normal' game online, and I'm sure the lag would be huge.

      Looking at the article it says that it uses about 700-900kbps download speed, I'd be lucky to sustain 450kpbs for any length of time, and I don't know many people who can get a constant 900kbps (I live in a fairly large city in the UK). Plus there's latency on top of that depending on how far you are from the server.

      --
      I am a leaf on the wind, watch how I soar.
    4. Re:I doubt this will catch on... by mister_playboy · · Score: 1

      People who are curious to try Crysis, but not curious enough to buy a gaming graphics card. The aim is to remove the barriers that say 'Casual gamers must tolerate low end graphics'.

      You can get very capable graphics cards for under $200 these days. How is that more expensive than this service will be?

      --
      Do what thou wilt shall be the whole of the Law ::: Love is the law, love under will
    5. Re:I doubt this will catch on... by slim · · Score: 1

      I'm not sure the graphical complexity of the game will have much bearing on bandwidth usage. I imagine that scenes from Quake III encoded to some video codec, would be about the same size as scenes from Crysis on Ultra encoded with the same codec, would be about the same size as scenes captured on an HD camcorder encoded with the same codec.

      Crysis is *the* demo for this service. I've seen analysis that says they appear to be using a graphics level a notch down from 'Ultra' - but I suspect the motivation for that is to use less GPU resource, not to ease bandwidth usage or to take load off the encoder/decoder.

      You *will* need the bandwidth. If you can't sustain 450kbps, you're either not paying for the 5MB line OnLive will require, or you're not getting your money's worth and should be complaining.

      OnLive is banking on typical consumer broadband speeds improving. No doubt plenty of other enterprises will be doing the same. Presumably as these services come online, consumer demand will cause a feedback loop that makes this happen.

      It's not that long ago that streaming audio over the internet was unthinkable. Now we think nothing of steaming SD video (e.g. YouTube). 720p video streams OK for many people. Low latency bufferless 720p has been shown to be achievable, and if market forces work properly, will become more common over time.

    6. Re:I doubt this will catch on... by slim · · Score: 1

      You can get very capable graphics cards for under $200 these days. How is that more expensive than this service will be?

      We don't know how much OnLive will cost. I would hope it compares well with $200. Or at least, the $200 would be spread over time - and as irrational as that is, it works for many people.

      Perlman has talked about a subscription fee. I feel this is a mistake. I think they shouldn't put people off with any sense of buying into a commitment. Charge per game, or per hour. You might end up spending $200. But you wouldn't commit to $200 at the start.

      But $200 for a graphics card isn't the whole story. Before you buy one, you have to grasp a load of technobabble. Then you have to fit it. Then you have to install drivers. If you're as unlucky as I usually am, you'll have stability problems with those drivers and more headaches.

      These aren't major obstacles for a determined gamer. But again, this service isn't aimed at that kind of person. This lets people get the pretty pictures without knowing what DirectX is.

    7. Re:I doubt this will catch on... by Ralz · · Score: 0

      If you can't sustain 450kbps, you're either not paying for the 5MB line OnLive will require, or you're not getting your money's worth and should be complaining.

      I'm paying for 'up to 8mb' but because my ISP is useless and we live more than a mile from our exchange, we have been told that we can't get anything above 4mb, which sucks major balls.

      The main thing I use my internet connection for is watching iplayer/youtube and playing a few games (as well as the usual web browsing) in which case its adequate, but when my housemates are torrenting or watching youtube HD it has a noticeable effect on my connection.

      --
      I am a leaf on the wind, watch how I soar.
  8. I just gotta saaaaaayy the waaaaayyy I feeeeeeel. by Anonymous Coward · · Score: 2, Insightful

    What is it with all this 'cloud' stuff?

    I've got half a terabyte of storage, a pretty good graphics card with shader support and a nippy CPU.

    When there are raytracing cards with inbuilt physics, I'll enjoy a slightly more realistic gaming experience on my local machine, thanks.

    Until then, I'll have to go with pretty realistic and the only significant cause of latency being my old neurons.

    GOML.

  9. Correction: for "excitement and controversy" by Rogerborg · · Score: 3, Insightful

    Read: "excitement (from clueless arts majors masquerading as tech journalists) and hilarity (from anyone with even a remote shred of knowledge of the technologies involved)".

    Look, this tech may - may - be workable for SimWarConquer, but for anything that's reaction based? No. Not going to happen. There is no technobabble solution to latency, and anyone who tells you otherwise wants your credit card number.

    --
    If you were blocking sigs, you wouldn't have to read this.
    1. Re:Correction: for "excitement and controversy" by slim · · Score: 3, Interesting

      And yet this review - from a sceptic - says it pretty much works. While it's in beta. From a location that would have been excluded from the beta if he'd gone through proper channels.

    2. Re:Correction: for "excitement and controversy" by PriyanPhoenix · · Score: 1

      First off, broadly speaking, I agree with you. Latency is going to be too much of an issue for most people to jump on board without an (inevitable and arguably overdue) infrastructure upgrade. However there are two types of latency OnLive is dealing with. The first is the obvious one from transmitting data back and forth over the internet. The second is the actual video encoding process server-side. That is where OnLive seems to have come up with a novel "technobabble solution" that actually works. It is, in all honesty, probably where their value lies rather than the service they are trying to offer which is almost certainly before its time.

      --
      "Yes, Virginia, there is a Great Cthulhu..."
    3. Re:Correction: for "excitement and controversy" by slim · · Score: 1

      However there are two types of latency OnLive is dealing with.

      Lots more than two - of varying severity. And they all get summed.
        - controller encoding button presses
        - controller to client transmission
        - client decodes controller protocol
        - encode and transmit control signals to server
        - decode controls and input to game
        - processing performed by the game itself
        - video encoding
        - transmit video to client
        - client decodes video
        - client transmits video to TV

      Perlman claims that OnLive examined every step, because every ms counts. Obviously some steps are 100% beyond their control (the last one, for example). In one presentation he said that they couldn't support Wii controllers because the protocol introduced too much lag. The Wii doesn't care about that lag, because it doesn't have the Internet factor to accumulate on top of it.

    4. Re:Correction: for "excitement and controversy" by Rogerborg · · Score: 2, Insightful

      Mmm. Two out of three games were reported as playable, with noticeable latency compared to a local version, one being "right on the edge" of playability. The best experience came from a game that's largely about learning the track, which makes it not a reaction game per se.

      Notice that this was while playing over a wired-to-the-wall connected (who still uses those?) and with a low 85ms ping to the server.

      I'm also assuming that there was a certain degree of tolerance for a novel experience. Once people are actually paying for a metered service, how much latency and input wackiness are they going to be willing to tolerate? I'm thinking a lot less than for a free or flat rate subscription service.

      It'll work tolerably well for some games, some of the time, barring server or transport snafus, ISPs "shaping" the traffic (coming to an ISP near you in 3... 2... 1...) or the service dying under the weight of its own success. Whether that'll be enough to support their business model is dubious at best, since the instant the quality drops, so does their revenue.

      --
      If you were blocking sigs, you wouldn't have to read this.
    5. Re:Correction: for "excitement and controversy" by Anonymous Coward · · Score: 0

      I hope you come back and read this post in a few years and see it as being very short sighted.

      I don't see any reasons why this couldn't work, this is a new service - whose to say in 10 years the majority of users won't have some sort of residential fiber?

      I have fiber to my apartment building. I have 30mb down and 10mb up with latency to Google for example around 10-20ms on average.

  10. I am indeed dissapoint, Slashdot. by EdZ · · Score: 2, Funny

    I came here expecting to see a belated "First!" post followed by a joke about lag.

  11. Re:I just gotta saaaaaayy the waaaaayyy I feeeeeee by rodrigoandrade · · Score: 0, Troll

    Mod parent up. If you can't keep up with the upgrade cycle required to play the latest PC games, buy a console or play older games.

    What, you want to have your cake and eat it too?? Have you not learnt anything from the recession??

  12. "Burnout Paradise" is slow?! by Sockatume · · Score: 1

    I must admit, I've not actually played it, but if it's anything like the other Burnout games, millisecond reaction times are kind of important. It may be that he has having a hard time picking up on la instinctively because of the analogue controls but I doubt the reaction time increase would stand up in serious play.

    --
    No kidding!!! What do you say at this point?
    1. Re:"Burnout Paradise" is slow?! by Anonymous Coward · · Score: 0

      Indeed, if you want to have a hope in hell of winning a race against competent opponents, a few ms is the difference between weaving in and out of traffic and slamming head-on into a bus.

      I went through 4 different HDTV models before I finally found one that didn't introduce 3-4 frames (about 45-60 ms) of input lag. Some TVs introduced as much as 90 ms, which made them totally useless for gaming. Burnout Paradise was my game of choice at the time of evaluation, and the difference was very apparent to me. I finally settled on a TV with a 1-2 frame delay as I couldn't find anything less.

      I couldn't imagine using this service.

    2. Re:"Burnout Paradise" is slow?! by iainl · · Score: 1

      Alex Ward (smack-talking Creative Director at Criterion) is on record in the past saying is as many words that if it didn't run at 60fps, it wouldn't be Burnout. Which makes me very suspicious of this.

      --
      "I Know You Are But What Am I?"
    3. Re:"Burnout Paradise" is slow?! by Anonymous Coward · · Score: 0

      It sounds like good news to me; Burnout games are really, really fast. If it works for them, it's probably good enough for 95% of the games out there.

  13. Looks Great by Anonymous Coward · · Score: 0

    Even if the fps's didn't play as well - the video of the game playing looks really impressive. I can understand the games playing better with a controller it's going to be smaller, more consistent movements which I imagine would be a lot easier to track.

    Is this going to appeal to the hardcore, twitchy fingered, give me super graphics or I'll puke gamer? Nope; but for the rest of us it looks pretty impressive.

    I for one am looking forward to seeing what they do with this.

  14. VNC like remote desktop client (similar to OnLive) by doomy · · Score: 1

    While I've been mildly interested in OnLive, my biggest excitement over this was a confirmation that a streamed remote desktop session with real good responsiveness (say LAN) could be had soon. I even started poking around for similar systems that actually streamed the desktop in 2mbps or similar video stream with interactivity, but alas, it seems like no one is working on this issue.

    So, I'm open to suggestions, is there any current existing remote desktop server/client system that actually streams the desktop in the OnLive fashion, or is anyone working on one similar to this? (And I do not mean in the old VNC fashion). I believe such a system is very feasible. Imagine being able to stream your desktop onto thin/mobile devices just like you were on it, being able to play video (at least) would be so much better than the current remote desktop offerings.

    In a nutshell, I want this applied to remotely stream desktops with full control ala VNC but similar to OnLive.

    --
    ...free your source and the rest would follow...
  15. concern about patches... hmpf by El_Muerte_TDS · · Score: 2, Insightful

    Gamers would also no longer have to worry about patches and software updates to their gaming titles - one of those annoyances that PC gamers often cite on their way to moving to a console.

    I recently bought a PS3 with some games. When I started it I was welcomed with "You need to install the latest PS3 firmware now!". So I had to wait for it to install and reboot. Then I inserted a game and wanted to play, but I was welcomed with "Updates have been found for this game and need to be installed". Which is pretty much identical to the PC, but there you often have the option to install the patch.

    1. Re:concern about patches... hmpf by fuzzyfuzzyfungus · · Score: 1

      They really should just change the message to "These enhancements to your gaming experience are Exciting and Mandatory!".

    2. Re:concern about patches... hmpf by Sycraft-fu · · Score: 1

      Also PC patching is becoming much easier in most cases. It is getting rather popular for games to have auto updaters, or a button you can click that will check and download what you need. Then of course if you buy a game from a digital service like Impulse or Steam, those will check automatically and keep your stuff up to date.

      Really the patching thing is becoming largely a non-issue. I don't see no patches as a major selling point for this.

    3. Re:concern about patches... hmpf by thePowerOfGrayskull · · Score: 1

      To me that's more a good thing than not. Even when a new patch has a serious issue (we all know it happens) it's a LOT harder to support a game when you have 16 levels of patch out there, and you never know whether your bug reports are coming from a completely unpatched instance or one with all the latest updates.

    4. Re:concern about patches... hmpf by IKnwThePiecesFt · · Score: 1

      Next time your Playstation prompts you to install an update, hit circle.

      You'll see that PS3 patches are optional as well. As long as you don't intend to play online, but that applies to PC gaming as well.

    5. Re:concern about patches... hmpf by anyGould · · Score: 1

      Don't you enjoy your updates, Citizen? Enjoyment is mandatory.

  16. 80 KB/s by Tei · · Score: 1
    --

    -Woof woof woof!

    1. Re:80 KB/s by slim · · Score: 1

      You told us there would be a 480ms round trip. That would make it unusable.

      This guy found it was pretty much OK, despite being further than the servers than recommended.

    2. Re:80 KB/s by Tei · · Score: 1

      Thats your read?
      Mine is 480ms is "pretty much OK" for a console driving game, but is horrible for a PC FPS.

      The "Playing UT3 with OnLive" shows how it feels: moving like a drunk.

      Anyway, probably lots of games are still fun with 480ms. So yes, as another game system, seems OnLive will work (for a subset of the gammers)

      --

      -Woof woof woof!

    3. Re:80 KB/s by Anonymous Coward · · Score: 0

      Slim - we get it, you have a vested interest of some sort in this venture. Which is fine, but you should disclose it if you are going to comment on it in a public forum.

    4. Re:80 KB/s by slim · · Score: 1

      I assure you I do not have any vested interest whatsoever.

    5. Re:80 KB/s by thePowerOfGrayskull · · Score: 1

      Actually we're looking at 800KB/s (7-8Mb). The author is apparently confused in his writeup.

  17. Hope this doesn't start move away from mouselook by Anonymous Coward · · Score: 0

    Reading the original article it seems that using an Xbox controller is much less sensitive to lag than mouse and keyboard. Presumably this is because the input device itself is less precise and less responsive. I love mouse and keyboard control though so I really really hope this doesn't catch on and start a move away from good old mouse-look.

  18. Re:I just gotta saaaaaayy the waaaaayyy I feeeeeee by tepples · · Score: 2, Informative

    If you can't keep up with the upgrade cycle required to play the latest PC games, buy a console or play older games.

    The problem with playing older games is that either the matchmaking servers end up switched off (e.g. DNAS Error -103 on PS2 games), or if not, the established players tend not to be friendly toward newbies (e.g. "gtfo n00b" on several classic first-person shooters).

  19. Who didn't expect the "end result"? by Anonymous Coward · · Score: 0

    The end result appears to be that while slower input-dependent games like Burnout: Paradise worked pretty well, games that require a fast twitch-based input scheme like UT3 did not."

    It was going to be pretty damn obvious that this would be the case.
    Unless they invented some sort of tachyonic backwards compatible networking layer, it wouldn't have worked.

    The only other potentially manageable solution would be servers at exchanges, but that will cost them their entire body several times over.
    It still won't make things *that* pretty though.

  20. Guess I won't be using it... by argent · · Score: 1

    ... because I couldn't even stream the videos without jitter. :)

  21. First Post! by mister_playboy · · Score: 3, Funny

    There was even more latency than you expected, you insensitive clod!

    --
    Do what thou wilt shall be the whole of the Law ::: Love is the law, love under will
    1. Re:First Post! by rliden · · Score: 1

      Well, that's because you posted outside of Slashdot's acceptable distance radius and didn't connect to the proper data center.

      --
      Don't think of it as a flame, more like an argument that does 3d6 fire damage.
    2. Re:First Post! by namco · · Score: 1

      FIRST!! Sorry about the laaaaaaggg!

  22. I just don't see this working by jbb999 · · Score: 5, Interesting

    The major problem isn't overall latency, it's little spikes of latency on an otherwise good line. A moment of 100ms lag on an otherwise good line doesn't matter for online games because of client prediction and at worst it's a tiny moment where the controls don't seem responsive. It's not a problem for normal video because they can buffer 250ms or 500ms or 1000ms of video without any problem. But on this they can't do any significant buffering or the latency will be too much to play.And even 100ms of sudden latency will cause the picture to lag or freeze or jump. It might only happen occasionally but I suspect people won't put up with it. And they can't do anything about it either, even if your ISP is only 10% loaded on its lines and routers, there will be times when all that 10% send packets at the same moment and they get queued in a router somewhere, just for a tiny time but tiny little amounts of jitter like this are normal and expected and to be honest I think will be the downfall of this project because there is no real way to deal with them. But I guess we'll see :)

    1. Re:I just don't see this working by Chris+Mattern · · Score: 1

      Mod parent up. I hadn't even thought of this, but he's right. The video will have occasional jerkiness not found in either remote noninteractive video or local gaming video and it's going to be very jarring.

    2. Re:I just don't see this working by slim · · Score: 1

      I too would expect this jerkiness, and it's surprising therefore that the review doesn't mention it.

      Perlman goes on about "psycho-perceptual" techniques, and I wonder whether that's enough to deal with the situation.

      For example, a really smart decoder could detect that the scene in general is panning, or zooming (e.g. a racing game, going in a straight line), or rotating, or some combination of these. Indeed the encoder could include hints in the stream. The game engine could even feed extra information to the encoder info to assist in this.

      Using that knowledge, the decoder can do something, when it encounters a missing frame. That is: "In the last 3 frames, I was more or less zooming. I have not received the current frame. Therefore I'll enlarge the previous frame by the same proportion and hope the user doesn't notice."

      That's entirely speculation on my part. I do know for sure (unless Perlman lied) that any frames received late are not displayed, and that the protocol does not re-send dropped packets. You'd expect frequent and jarring glitches if the strategy for dealing with missing frames was simply to freeze on the current frame.

  23. Where what people are? by tepples · · Score: 1

    My wild guess is they'll put the servers where the people are

    Not everybody lives in New York or Los Angeles. There are 200,000 people in Fort Wayne, Indiana, including myself. What are the odds that I'll get coverage?

    1. Re:Where what people are? by slim · · Score: 2, Insightful

      Less than 200 miles from Chicago. You'll be fine.

      In fact you're already on their coverage maps. I'd be astonished if they didn't expand from the three datacentres used for the Beta.

    2. Re:Where what people are? by BoberFett · · Score: 1

      Really? So even assuming they only had a 0.1% market penetration that's 200 customers in Ft Wayne. At 1MB/s, do you really think there is sufficient bandwidth to the dominant local internet provider to handle this kind of service at acceptable levels? Remember, there's another 200,000 people could be using YouTube and Pandora at the same time. Since most customers will likely be using this service at the same time in the evening, the peak requirements could be astronomical and I don't think the bandwidth exists for them to serve very many people adequately.

    3. Re:Where what people are? by hkmwbz · · Score: 1

      Who gives a shit? They never promised that any idiot in some remote rural area was going to play at full speed anyway. Pay fucking attention.

      --
      Clever signature text goes here.
    4. Re:Where what people are? by tepples · · Score: 1

      How do you define "some remote rural area"? The competitor is video rental stores that carry console games, and OnLive will lose business to Blockbuster without coverage.

    5. Re:Where what people are? by hkmwbz · · Score: 1
      So what if the competitor is video rental stores? Idiots in some remote rural area will rent there, then. If you are close enough to one of their data centers, you also have the option of signing up for OnLive.

      Again, who gives a shit if OnLive loses business in areas they haven't even set up data centers?

      --
      Clever signature text goes here.
  24. There is more to gaming than FPS... by Anonymous Coward · · Score: 0

    I dunno. I had never even heard of this service before but... I am a gamer but I don't play that much FPS games. Mostly RTS, RPG, etc... In those, latency really isn't nearly that big of a problem. So, if I could play Dragon Age on a laptop with good graphics and without worrying about the damn thing crashing when rendering a highly detailed cutscene... Great!

  25. 1 MB/sec... by V50 · · Score: 3, Interesting

    There are still large areas of North America stuck with either stone-age Dial-Up (in 20-freakin'-10) or slow expensive satellite. Like mine (I cry myself to sleep over my 1200ms latency) This is absolutely a no-go there. Obviously.

    Now, in better places, I'm sort of out of the loop. Whenever I've spent time in cities, either visiting my brother in Ottawa or living in London (Ontario, not the good one) for a few months at a time, it's been my experience that even connections that are supposed to get up to 1MB/sec would be lucky to get that in practice, especially at peak times. Furthermore, the sheer amount of lagspikes, connection hiccups, or general time when the interrnet craps out for no apparent reason makes it seem like you'd be dealing with one frustration after another. The number of times I see people get DC'd on World of Warcraft seems to back up my theory that staying connected, and maintaining a constant connection at 5KB/s or so (for WoW) is difficult enough, doing the same for a (whopping?) 1/MB/s while keeping latency under 100ms would be hellish.

    So is my experience with the Internet indicative of the general population, or have I just had the misfortune of having terrible service? Can people really keep 1MB/s sustained, without lag hiccups, DCs, lost packets, etc, while keeping under 100ms?

    1. Re:1 MB/sec... by Sycraft-fu · · Score: 2, Insightful

      Well yes, some people can. However in general you need to live in an area with good access anyhow. Also, you are going to need to have a good deal better than what you want minimum. If you want to sustain 1mbps without a problem, you probalby need a 10mbps line. The more headroom you've got, the easier it is to maintain what you need.

      That is not to say it is problem free, even good connections will drop sometimes or have problems. Also, of course, better connections tend to cost more money. Not a huge deal, but it does create something of a problem when you are marketing to the cheap crowd. The people who won't spend $100 on a graphic card or $200 on a console may also be the people who buy the bargain cable package which is usually pretty slow.

      So sure, it can be done. My connection is 12/1.5 mbps and I almost always get my full speed since it is business class (and have never gotten less than about 80%). Thus even if I drop a packet now and again, I need to sustain less than 10% speed to maintain the requisite 1mbps. More, my connection is pretty low latency. I see 40-50ms to many sites that are in nearby states and on providers peered with my provider.

      However, as you probalby guessed, this is not the cheap connection. I pay a good bit for quality Internet and I'm happy to do so. However, I'm also happy to buy a good GPU and have games run well on my system. I've no interest in their service, though I've got the kind of connection you'd want for it.

    2. Re:1 MB/sec... by Anonymous Coward · · Score: 0

      I could, technically, but I'm on FiOS on a small business connection to my house. 20 down, 5 up (yes it tests out consistently at those speeds), 5 static IPs for $127/mo. I think I've seen less than 4 hours of downtime in the 3 years I've had it, and the latency is consistently excellent. It smokes T1s at 5 times the price, and is (in my experience) more reliable. Too bad it's not more widely available though.

      And no, even with that connection I still wouldn't want a service like OnLive.

  26. Re:I just gotta saaaaaayy the waaaaayyy I feeeeeee by IBBoard · · Score: 1

    And the problem with consoles is that they're not as good as PCs. I've checked comparative screenshots and the PS3 can come close, but the XBox360 tends to look shoddy. PCs these days can pump out way more frames at higher resolutions than consoles (actually, I think they've always done that, but consoles are at least up at decent resolutions now), so I'd still rather have my PC.

  27. Re:OnLive employee moderating posts. by Anonymous Coward · · Score: 0

    Yeah, I also spend my time examining all comments in a story, checking score too see suspected bias. That makes it two of us. Or actually, I was lying, there's only one, you. Fucking pathetic.

  28. Re:VNC like remote desktop client (similar to OnLi by Anonymous Coward · · Score: 0

    Check out VMWare's PC over IP protocol and its implementations.
    I get great interactivity over high latency and low bandwidth links. But then again, I use this for regular desktop stuff and sometimes watching videos (mostly flash), not hardcore gaming.

    IMO, PCoIP is the best there is at the moment.

  29. Until they overcome that little "physics" thing... by mykos · · Score: 2, Interesting

    This is an obvious pump and dump scheme, unless they have somehow unlocked technology previously unseen and unknown by mankind, and have done so for the purpose of playing video games.

  30. Sounds like a realistic test to me by Sycraft-fu · · Score: 2, Insightful

    Because guess what? In the real world, people live all over. Onlive isn't going to be able to say "Just move closer to one of our data centers," at least not if they want to pitch themselves as the "cheaper than buying a graphics card" option. Sounds to me like they've been controlling who gets in to the beta to try and create an overly rosy impression. This guy was a more realistic test, a person who doesn't happen to be near their few locations.

    That's just the reality of this. If it is to work well I can't only work well for a few people in a few locations.

    Also the more revealing part was just how bad things look, just how much the compression degrades the image quality. The difference between the local and remote screenshots is almost the difference between SD and HD. While the Onlive stuff is 720p, technically, a ton of the detail is getting lost. That's just what you are going to get when you try and jam HD video in to a 1mbps stream. Only problem is that detracts from one of the supposed reasons to get the service. The lower the resolution and image quality, the lower end graphics card that could handle it on a local system. So Onlive isn't giving you the same experience as a $400-$600 graphics card, it is giving you maybe the same experience as a $50-100 graphics card. Well then, makes it much less worth while.

    So initial results seem to show that the doubters were right:

    1) Latency will be an issue. If you don't happen to live near their datacenters, your latency may make playing difficult to impossible.

    2) Quality will suffer. They don't have some magic voodoo compression that makes everything look perfect, their compression is like everyone else's and trying to do 720p @ 60fps equals a good deal of detail loss.

    3) Even if you have a good net connection, if there are problems or congestion, the service will be unusable, meaning you can't play your games whenever you want.

    Makes it not so attractive as they hyped it to be, especially against powerful $100 graphics cards (the low-mid range of graphics is great these days) and $200 game consoles.

    1. Re:Sounds like a realistic test to me by Anonymous Coward · · Score: 0

      For someone with such a low UID, you really don't seem to understand the point of an early beta test (beta being used in the more traditional sense of the word: generally feature-complete, but the test is being used to fine-tune performance and reliability).

    2. Re:Sounds like a realistic test to me by BobMcD · · Score: 3, Insightful

      Because guess what? In the real world, people live all over. Onlive isn't going to be able to say "Just move closer to one of our data centers," at least not if they want to pitch themselves as the "cheaper than buying a graphics card" option. Sounds to me like they've been controlling who gets in to the beta to try and create an overly rosy impression. This guy was a more realistic test, a person who doesn't happen to be near their few locations.

      That's just the reality of this. If it is to work well I can't only work well for a few people in a few locations.

      Imagine a movie-listings website for the greater New York City area. Now imagine some from Wyoming complaining that the theater in Cheyenne isn't listed on that site. The response that person would get is the same that your objection gets:

      If you don't live with our covered-area, feel free to use another service. We have plenty of customers within our area and we have decided not to cover yours.

      Not every business on the planet expects to serve every customer one the planet, and yet somehow they can still turn profits.

      Makes it not so attractive as they hyped it to be, especially against powerful $100 graphics cards (the low-mid range of graphics is great these days) and $200 game consoles.

      I think one of us has missed something. Either you're right, and OnLive expects this to kill all other gaming everywhere, or I'm right in that this is a supplemental service to gaming that adds a remote component for those customers that want it and can access it.

    3. Re:Sounds like a realistic test to me by denton420 · · Score: 1

      I think no matter what we can all agree that OnLive is not for your serious - regular gamers because they already have the hardware, even if it is outdated, and are used to playing on their local system.

      Since the system has flaws it will likely not persuade them to try the service.

      However, those who do not game due to the entry cost of a console or PC might find the idea neat and it could catch on.

      Turn some casual/non gamers into regular gamers only knowing what the gaming experience is like through OnLive.

      The important question to me is whether or not that specific market share is enough to make the company profitable. I have a feeling that the business model includes the large market of current gamers running on sub-par hardware as potential clients. Sorry, but I don't think you will be getting their business!

      Who really knows? Everything is about marketing these days anyways, with the majority of America just repeating whatever was on American Idol last night.

    4. Re:Sounds like a realistic test to me by Sobrique · · Score: 1

      If they can sell their service to enough customers within the same city, why exactly do they need to provide coverage for people in the middle of nowhere again?

    5. Re:Sounds like a realistic test to me by IICV · · Score: 1

      So Onlive isn't giving you the same experience as a $400-$600 graphics card, it is giving you maybe the same experience as a $50-100 graphics card. Well then, makes it much less worth while.

      It's giving you the same experience as the one-time cost of a $50-$100 graphics card, and you're paying $10-$20/month for the privilege.

    6. Re:Sounds like a realistic test to me by Anonymous Coward · · Score: 0

      "Because guess what? In the real world, people live all over."

      You are consistently one of the dumbest motherfuckers posting.

      Kill yourself.

      "Onlive isn't going to be able to say "Just move closer to one of our data centers,"

      No you fucking buffoon, they'll say, "don't expect the stated performance if you don't follow the FUCKING INSTRUCTIONS" just like everyone who has ever made anything.

      God you're a fucking idiot, how could you think ANY of your moronic points were worth the time to splatter all over a screen?

    7. Re:Sounds like a realistic test to me by Dutch+Gun · · Score: 1

      However, those who do not game due to the entry cost of a console or PC might find the idea neat and it could catch on

      The entry cost of a Wii is what... $200? Is this system supposed to be cheaper than that? I dunno, I think people are going to be somewhat dubious of yet another company trying to sucker them into a monthly subscription fee, or however this service works.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    8. Re:Sounds like a realistic test to me by hkmwbz · · Score: 1

      I know you probably work for OnLive, but do I think you are entitled to let off some steam. The guy you are responding to is clearly a complete idiot. People need to stop being so retarded.

      --
      Clever signature text goes here.
  31. Ping isn't a good test by Sycraft-fu · · Score: 1

    What you have to remember about ping is it is more or less testing minimum time. The payload of an ICMP packet is very low. With video data like this, you have more payload. So you not only have to count the transit time from the datacenter, but also how long said amount of data will take to transfer at your line speed.

    For example, say each video frame is roughly 50kbytes. If you had a line that was only 50kbps, well then it would take a full second for you to receive a frame, even if the latency on that line was 1 ms. You'd start to receive it almost immediately, however it'd take a full second to get it all. Now if you had a 5000kbps line, you'd receive the data in 10ms. Much better.

    So a service like this depends on both speed of the connection and latency. You'll note that he said it didn't work when the speed of his connection was around 1.5mbps. Now at first glance that should be fine, 1mbps video stream, still plenty of overhead. The problem is that the time it would take to transfer the video data at that point would add too much latency.

    Thus to work well with this you need high bandwidth and low ping to their servers.

  32. Re:I just gotta saaaaaayy the waaaaayyy I feeeeeee by Anonymous Coward · · Score: 0

    Just how many remotely rendered fps are you going to get, even just down the hall from the server?

    What would I use remote rendering for?

    Maybe if I were making the next Pixar movie and the laptop wasn't up to it, or I wanted to render huge datasets from MRI scans.

    Gaming? Heroic idea but as retarded as a brainstem in a blender.

  33. Re:VNC like remote desktop client (similar to OnLi by British · · Score: 1

    I did this back in 1996. I was wardialing, and found somebody's open PcAnywhere connection. So I connected to it and attempted to play Solitaire over 33.6 dialup. Needless to say, it was a pain dragging those cards around.

  34. The ping should be noted by Sycraft-fu · · Score: 1

    85ms is not a high ping at all. If Onlive considers that to be outside of their acceptable range, they've got a nasty surprise coming when they try to open it to the public. Lot of people going to have a ping of that or higher.

    I've got a reasonable good connection here, business class 12/1.5 mbps cable. Represents a mid to high end home connection. Minimum latency on the connection is in the realm of 25ms. That is about what it takes to get out past the CMTS and so on. For good sites, I'm usually in the 40-50ms range, provided my ISP has peering to their ISP and they are in a relatively nearby state. However, I easily see pings in the 80-100ms range to many locations, including a number of TF2 servers I like. 150ms+ isn't out of the question either, I've seen that to various places in the US that are a bit distant that don't have a very direct connection.

    So even with an over all low latency connection, you can easily find it up in the 80+ range. Gets worse for ones that aren't as good. When I had DSL, minimum ping was more like 50-60ms. It took much longer to get to the DSLAM and out than the cable connection does. Also peering wasn't as good so it was rare for me to find a site with a ping less than 100ms.

    This is just the reality of broadband. You don't get nice low latency all the time everywhere. It is slowly getting better, and I'm given to understand that FIOS is even better latency wise, but you can't look at the best and say "Oh well that'll work great!" You have to look at what most people will be dealing with, especially most people who won't spend a ton of money on Internet. After all if your business model is "This is so much cheaper than buying high end hardware," you can't very well then say "But you have to buy high end Internet."

  35. Re:Well by N1AK · · Score: 1

    1. ISPs have to have a contract with the cloud gaming provider, and to use QoS to make sure the gaming packets are not delayed in any way. The FTC might stupidly call for "net neutrality" that would make this impossible.

    Net neutrality is about treating packets fairly regardless of whose software is producing it. I don't see how blocking a major ISP from prioritising packets from one cloud game company while disadvantaging those of its competitors is a good thing?

    QoS isn't anti-net neutrality it's just prioritising data for uses that require low-latency, which should be fine as long as it is done in a way that doesn't disadvantage individual service providers. Ergo, an internet provider would have no issue with the FTC or anyone else for giving VoiP priority over FTP as long as they give all VoiP that priority.

  36. Re:I just gotta saaaaaayy the waaaaayyy I feeeeeee by icebraining · · Score: 1

    the established players tend not to be friendly toward newbies (e.g. "gtfo n00b" on several classic first-person shooters).

    Only happened to me twice. You just choose I nice, friendly server and stick with it.

  37. Re:Well by ShooterNeo · · Score: 1

    Well, ok.

    See, to make it work, it's gotta be prioritized like :

    1. VoIP
    2. cloud gaming
    4. regular network gaming
    5. Video chat
    6. web pages, other small file size on demand content
    7. steaming video
    8. file sharing

    And for your ISP to know what packet is what, it'll have to have agreements with the service providers for the services on this list so that it "knows" a packet sent to/from onlive's server block is probably cloud gaming, and a packet sent to/from google or facebook or yahoo is probably a web page, and a packet sent to/from youtube is streaming video, and a packet sent to skype is a VoIP chat, and a packet sent to an unkown IP must be file sharing.

    You can't trust the client PC owned by the ISP's customers to label packets properly, since every malicious file sharing app or botnet spamming program would just put the highest priority packet code on it's communications.

  38. Re:OnLive employee moderating posts. by Anonymous Coward · · Score: 0

    I moderated a couple of posts in this discussion and I didn't think that a lot of the anti-OnLive crowd was giving them a fair shake. I have no connection to OnLive and do not plan on using it.

  39. How will they get user maps and mods on this? by Joe+The+Dragon · · Score: 1

    How will they get user maps and mods on this?

    if all gameing where to go this way that will kill that.

    also how about free games / small game developers that may be shut out of this?

  40. Re:Well by 0xdeadbeef · · Score: 1

    I predict none of that will come to pass, because it will take at least ten years for the infrastructure build out to make it feasible. I could see the next generation MMOs doing something like this, however. It might actually save bandwidth, since you could scale up the number of objects without having to send deltas for every single one.

  41. He says that this may be in cable boxes but with by Joe+The+Dragon · · Score: 1

    He says that this may be in cable boxes some day but with with the VOD control lag that you see now days that may not work out that well and cable co's don't have a lot of bandwidth for this some don't even have room for all people who want to use VOD at some times.

  42. caped / metered ISP's will kill this 1meg min is t by Joe+The+Dragon · · Score: 1

    caped / metered ISP's will kill this 1meg /s min is to high for many caped plans. Even comcrap 250gb will limit this.

  43. Re:Well by ShooterNeo · · Score: 1

    Maybe. In my town, fiber to the curb is available, so the infrastructure's there. A LOT of the country can purchase 6mbps DSL, or cable service that is about that fast. The dsl DSLAMs could easily be upgraded to handle the kind of traffic that heavy use of cloud gaming would involve.

    Not sure what you are saying about an MMO : even if the client is running on machines in a data center, each client session would need to know about all of the objects moving independently in the game space.

  44. Re:Well by Hatta · · Score: 3, Insightful

    1. All game publishers will be paid for every hour of game played. This increases their income,

    This will decrease their income. One of the great things about gaming is the entertainment hours/dollar value. I can spend $50 on a game, and get hundreds of hours of entertainment out of it. Unless we're looking at less than $.25/hr it's simply not price competitive with local gaming.

    2. Instead of there being 3 console platforms + PC, there will be just one platform : the PCs in the cloud gaming data centers.

    And what incentive do the console makers have to just go away?

    3. The overall costs of gaming will be lower.

    Gaming is cheap as shit anyway. And when has renting ever been cheaper than owning?

    I'll stop here. It's not going to happen. There's always going to be a market for local games.

    --
    Give me Classic Slashdot or give me death!
  45. Re:I just gotta saaaaaayy the waaaaayyy I feeeeeee by tepples · · Score: 1

    My point is that it can be hard to find a nice, friendly server for an older game, or at least one where you survive in a round long enough to learn anything.

  46. hot cable (israel) has some thing like this by Anonymous Coward · · Score: 0

    any one have any more info on it? any one tested it?

    http://www.israel21c.org/culture/casting-a-spell-on-cable

    http://www.indiantelevision.com/headlines/y2k9/july/july267.php

  47. Improve the Network by Anonymous Coward · · Score: 0

    Until we see a 10-fold improvement in average bandwidth and latency, a service like this will have limited appeal.

    Personally I vote for improviong the network, but you know that just me ;-)
       

  48. Re:OnLive employee moderating posts. by BobMcD · · Score: 1

    First time I've seen such distinct bias in moderation (both promotion of posts and demotion)
    Look out lads, metamoderatings gonna getcha!

    Your UID is lower than mine, so you should have learned this by now, however: While there are no +1 Agree and -1 Disagree mod options, metamods use the options they do have in this way all the time. If you're shocked by this, you probably aren't going to be very happy posting here.

    Your very best defense against this technique is to be cognisant of the opposing point of view and be tactful about it. Then the "-1 Disagree" crowd will mostly skip your post, wishing they could argue with you instead. But posting something with complete bias is a sure-fire way to get modded into oblivion.

    Cue the music and the 'More you know...' graphics...

  49. Re:Well by Anonymous Coward · · Score: 0

    With cloud gaming, however, that will be entirely practical : if you're willing to pay a little more per hour, you'll be able to enjoy Crysis 4 maxxed out with smooth as glass, uber realistic graphics.

    ...none of which will be ever be seen due to MPEG compression artifacts. (Case in point - every nature documentary showing a predator chasing its prey through grasslands, or a thousand birds simultaneously taking flight, even on HD, now looks like ass.)

  50. There's a map for that by tepples · · Score: 1

    True, but if you make something available only in major cities, you'll end up with residents of minor cities whining that they can't get the service, and that it shouldn't be considered "in production" until it reaches 85 percent* of the population. The whining can be even more effective when performed by a competitor; Verizon's ads blasting AT&T for its spotty 3G coverage have done a good job of creating an impression that "there's a map for that".

    * The U.S. DTV transition was originally supposed to trigger analog switchoff at 85 percent coverage before it was changed to a specific date.

    1. Re:There's a map for that by thePowerOfGrayskull · · Score: 1
      Could go that way, though if their goal is only to serve major markets in the first place... and there is no competitor... then the whining from the unserved masses won't matter to them.

      erizon's ads blasting AT&T for its spotty 3G coverage have done a good job of creating an impression that "there's a map for that".

      Actually, what's done a good job of that for me is the really crappy 3G coverage I get from AT&T.... I've given up and switched to 2G full time in order to keep my battery alive. Not to mention that when I *do* have coverage it's barely faster than 2G... but I digress, I did get the point you were making.

  51. Re:Until they overcome that little "physics" thing by Angostura · · Score: 1

    My assumption has always been that their business model would be to sell the kit to ISPS who would install the servers at local exchanges and charge for gaming as a premium service. That would seem to solve most of the problems. The physics only really becomes a problem when you assume central servers away from subscribers

  52. How long could this last even if it did take off? by Joreallean · · Score: 1

    If I've been paying attention to the hardware storage roadmaps isn't the next "DRM" idea that the games will be stored in a very large uncompressed format in order to make it costly to copy and pass around the games?

    Isn't this movement going to work exactly contrary to this streaming cloud gaming concept?

    I suppose they could make a stripped down compressed version, but another hardware medium has been doing that for years. It's called cable. Take a look at some of your channels and see how compressed video data looks. Probably only a matter of time before they would have to do something similar to provide this kind of service moving forward.

    Maybe this kind of thing will finally give Comcast enough legitimate reasons that customers can and do exceed the 250gig/month limit.

  53. Re:Well by ShooterNeo · · Score: 0

    Too fucking bad. The publishers won't sell you that game. The publishers will offer a better value than before, anyway...the overwhelming majority of games sold cost about $60 and the typical gamer only plays them for 20-50 hours at most.

    Most gamers will rather pay $1 an hour and nothing on the hardware and play any game NOW rather than $400-$1500 on hardware and $60 to start playing a game that might suck.

    What market has taken off in the cell phone industry? Every single provider offers cheap upfront costs for the hardware (and costs you more later). The majority of people take that rather than the theoretically cheaper "pay $530 for the hardware, save money every month" that would be better.

    The console makers will go away because by the time they start designing the generation of consoles after this one, they'll notice that game sales for current consoles are plummeting, in favor of cloud gaming. They won't risk billions of dollars throwing hardware into a sinking market. Publishers will also refuse to make new console games, because optimizing for a console's shitty hardware is a heck of a lot harder than making a game run smooth on the massive, beefy hardware with gobs of ram available in a cloud gaming data center.

  54. Re:Well by ShooterNeo · · Score: 1

    5-10 megabit x264 is not going to have much in the way of compression artifacts.

  55. Re:OnLive employee moderating posts. by Anonymous Coward · · Score: 0

    Of course the beauty of your argument is that you can't post as yourself to prove it or you'll nullify your moderations, right? Sure...

  56. Re:Well by Hatta · · Score: 1

    Too fucking bad. The publishers won't sell you that game.

    Someone will realize there's a market for those who want local games, just like some developers have realized that there's a market for those who want DRM free games.

    --
    Give me Classic Slashdot or give me death!
  57. Not for FPS maybe... by lymond01 · · Score: 1

    So latency is always going to be an issue for twitch-based games. But I tell you, sitting at work right now, I'd rather be doing nothing for my lunch break other than playing Dragon Age: Origins. But I can't very well install it on my work computer, but with a service like OnLive, I could log on and play.

  58. GDC 2009 by WilyCoder · · Score: 1

    I was at the GDC 2009 where this was announced and I immediately thought it would be dead on arrival. I still feel that way.

  59. Re:OnLive employee moderating posts. by AbRASiON · · Score: 1

    I can afford the karma, either way I've never seen a thread moderated as blatantly as this one was about 8 hours ago, not sure how it's going now.

  60. Re:Well by BoberFett · · Score: 1

    What oxdeadbeef is saying is that all the client data about thousands of nearby objects doesn't have to be updated all the way from server to end client. That's updated only to the client at the OnLive datacenter, which could be shared with all clients running there. It's just another tier which then processes the end clients screen and sends them the screen.

    Currently MMOs choke when you get too many people in one place and this is part of the reason.

  61. Re:Well by ShooterNeo · · Score: 1

    And someone will realize there's a market for Mac and Linux games. That isn't my point : I'm talking about mass market, AAA titles and where they will be sold, not indy games.

  62. Re:Well by ShooterNeo · · Score: 1

    Ah, yes. That would help massively. (no pun intended)

  63. Doubters should watch the Columbia presentation by Purity+Of+Essence · · Score: 2, Informative

    Doubters should really watch the Columbia University presentation. It's entertaining and very technical and will probably address your every concern. Too many genuine experts here don't know what they are talking about because they are ignorant of the way OnLive actually works. It's more clever than you probably think.

    YouTube Mirror
    http://www.youtube.com/watch?v=2FtJzct8UK0

    Original
    http://tv.seas.columbia.edu/videos/545/60/79

    --
    +0 Meh
  64. Re:I just gotta saaaaaayy the waaaaayyy I feeeeeee by namco · · Score: 1

    I've been playing Classic DooM with http://www.skulltag.com/ and they've been fine for me, so the hostility isn't with all older games!

  65. One question by namco · · Score: 1

    Is it available in Nebraska?

  66. The Drake equation of OnLive profitability by tepples · · Score: 1

    who gives a shit if OnLive loses business in areas they haven't even set up data centers?

    Anyone who understands fixed costs. I doubt OnLive's ability to make a profit from a fraction of a fraction of a fraction of the population. Fraction 1: gamers. Fraction 2: those who live in range. Fraction 3: those who choose this service over other available services, such as Blockbuster or free Flash games. But if 47 out of 50 U.S. states will be fully covered at or soon after launch, as someone else claimed, I have no complaints.

    1. Re:The Drake equation of OnLive profitability by hkmwbz · · Score: 1

      Anyone who understands fixed costs. I doubt OnLive's ability to make a profit from a fraction of a fraction of a fraction of the population.

      Most people live in or near cities. It's in rural areas getting a profit is a bitch because there are fewer people.

      But if 47 out of 50 U.S. states will be fully covered at or soon after launch, as someone else claimed, I have no complaints.

      If they think they can build a business out of only supporting densely populated areas, then that's what they think. Your arguing that they shouldn't do this is irrelevant to what they choose to do.

      --
      Clever signature text goes here.
    2. Re:The Drake equation of OnLive profitability by tepples · · Score: 1

      Most people live in or near cities.

      There's a difference between "cities" and "major cities". Major cities, for example, are more likely to have a major-league ball team. "Cities" have a minor league team, but they're still cities.