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."
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.
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 :)
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