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OnLive Latency Tested

The Digital Foundry blog has done an analysis of recently launched cloud gaming service OnLive, measuring latency across several different games. Quoting: "In a best-case scenario, we counted 10 frames delay between button and response on-screen, giving a 150ms latency once the display's contribution to the measurement was removed. Unreal Tournament III worked pretty well in sustaining that response during gameplay. However, other tests were not so consistent, with DiRT 2 weighing in at 167ms-200ms while Assassin's Creed II operated at a wide range of between 150ms-216ms. ... OnLive says that the system works within 1000 miles of its datacenters on any broadband connection and recommends 5mbps or better. We gave OnLive the best possible ISP service we could find: Verizon FiOS, offering a direct fiber optic connection to the home. Latency was also reduced still further simply due to the masses of bandwidth FiOS offers compared to bog standard ADSL: in our case, 25mbps."

2 of 204 comments (clear)

  1. Re:And that means...? by f3rret · · Score: 5, Insightful

    150-200 ms latency in a modern FPS is nearly unforgivable. I played TF2 a lot for a while and if I ever had more than 40-70 ms latency the hit detection would start to suffer and you'd get shot through walls or just not hit.

    I expect a system like OnLive might work better with strategy games and other types of games that are not nearly as fast paced as most modern shooters are.

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  2. Re:"masses of bandwidth"? by KiloByte · · Score: 4, Insightful

    Let's assume you have a hop where distance/c = 10ms and packet's length/bandwidth = 10ms. This means, the head of a packet arrives in 10ms, the tail in 20. No routers or bridges save for the most unaware repeaters will handle the packet until it arrives completely. Only then they will examine it and start sending it forward.

    Thus, the final latency will be:
    a) distance/c, plus
    b) time spent in queues, plus
    c) time needed for the bodies of packets to arrive.

    To reduce a), you need to be closer to your destination. To reduce b), you need an ISP who oversells less. To reduce c), you need bandwidth on all hops.

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