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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."

14 of 204 comments (clear)

  1. Usage caps by KiloByte · · Score: 5, Interesting

    And with the bandwidth this service uses, you'll hit your ISPs "unlimited" cap in what, 6 hours? A day?

    --
    The creatures outside looked from Alt-Right to Antifa; but already it was impossible to say which was which.
    1. Re:Usage caps by hairyfeet · · Score: 3, Insightful

      I think the real point is like everything else in this world it comes down to $$$. Company A develops app that uses a LOT of bandwidth and requires that Company B do massive upgrades. Company B has already decided NOT to roll out new lines, even though they are reaching saturation by other companies like Youtube and Hulu, and instead imposes caps so they can keep their profits high. Now what are the odds that company A is gonna stay afloat? Most likely 0%.

      You do NOT bet the farm on a company that requires a symbiotic relationship with other companies if the other companies aren't gonna play along. Last I heard even Verizon is slowing down the rollout of FIOS, and most of the regional teleco/cableco companies are simply gonna jack their prices or rollout caps, such as the 36Gb a month I'm currently dealing with on cable. Now since OnLive will blow through that cap in probably less than a day, and at $1.50 a Gb for going over could easily cost more than all my other bills combined if my kids got into a frag session, what are the odds anyone in my area will keep their service? Again most likely 0%. That is why OnLive is doomed to failure, not because of any conspiracy, but simply because they didn't accept the reality of the infrastructure in their plans.

      --
      ACs don't waste your time replying, your posts are never seen by me.
  2. Re:"masses of bandwidth"? by _merlin · · Score: 5, Informative

    The statement is silly because latency isn't directly related to bandwidth. Switches, bridges, repeaters, modems, routers and other such devices all add latency. If FiOS reduces the number of these in the chain, the latency will be reduced. I'm not saying it necessarily does - just that it could provide better latency without having more bandwidth because of other factors.

  3. Works Just Fine by Zediker · · Score: 5, Interesting

    As an early adopter (read: 1-year free trial ;) the service works fine (6Mb cable conneciton). For twich games you will notice a little sluggishness, but overall, its not difficult to adjust. Essentially, all the games play like a good latency online game. The only thing i'm not sure I like at the moment is the some of the minor artifacting you'll see due to the video compression. Again, this only really comes into play if you stop and look for it, during action you'll not notice it too much as you'll be busy paying attention to other things ;). Though right now, I cant say for sure how this service will perform in the future, as you apply for entrance into the service currently. Once anyone can join whenever they want, its hard to say how quickly OnLive will adjust to increased congestion.

    --
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  4. Head - Desk... by fuzzyfuzzyfungus · · Score: 3, Insightful

    Latency was also reduced still further simply due to the masses of bandwidth FiOS offers compared to bog standard ADSL: in our case, 25mbps.

    Damn it, kids, Latency and bandwidth are not the same thing and anybody who makes that mistake should be forced to use a "1Gb/s" connection via fedex.

    Yes, in the case of something like OnLive, which is basically streaming mouse/keyboard events one way and video the other, things will look substantially worse if frame N hasn't finished downloading by the time frame N+1 is ready for transfer(and then either has to be dropped, or delays frame N+1 even more than your connection's latency would); but having a fat pipe does not "reduce your latency". It is correct to say that 25mb/s FIOS is probably about the most generous test that is also remotely realistic for more than a tiny number of their potential customers; but the bandwidth thereof does not "reduce latency"...

    1. Re:Head - Desk... by JustinRLynn · · Score: 5, Informative

      Yep, you're absolutely right in that bandwidth and latency aren't the same. However, when used by TCP in latency sensitive environments, common asymmetric connections can quickly saturate their available upstream bandwidth. This means that they're not able to ACK incoming packets, effectively increasing their link latency and reducing its throughput. So, in reality, total throughput is a combination of link latency and the ability to quickly respond to the protocol stream to keep the bits flowing. This is why QoS for TCP is so important on heavily utilised asymmetric connections.

    2. Re:Head - Desk... by drinkypoo · · Score: 3, Informative

      Damn it, kids, Latency and bandwidth are not the same thing and anybody who makes that mistake should be forced to use a "1Gb/s" connection via fedex.

      A highly saturated connection will, in practice, have higher latency. Therefore, bandwidth and latency are related. HTH, HAND.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  5. 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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  6. Re:"masses of bandwidth"? by ledow · · Score: 3, Informative

    In the UK there aren't many options at all. Eurogamer.net is UK-based, hence the mention of BT.

    My company don't want the expense of using leased line and other specialist stuff, just an ordinary thing that can work like a home package over an ordinary phone line. The FASTEST damn thing we can have is a single or multiple ADSL2 lines. We have basically unlimited funds for such things and often specify overkill-measures (i.e. 3 or 4 ADSL2 lines from seperate suppliers rather than 1 leased line). We get 20Mbps sync and a little less real-world speed. We are approximately 10 metres from the exchange. We are in an affluent and well-populated area of London.

    In terms of what the average home user can have, only Virgin media fibre really beats the other offerings but that's highly variable and although you are told "up to 50MBps", the infrastructure isn't there to give you that as usable bandwidth.

    To be honest, I'm impressed they managed to get what they did considering the state of UK broadband. Of course, you can pay stupid money and get serious pipes put in but that's hardly a "real world" scenario for the average home user. It's not unimaginable, though, that a true gamer might have the best a home user can be offered - which in the UK is a 25/50Mbps fibre service.

  7. Re:Bandwidth != Latency by SpazmodeusG · · Score: 3, Informative

    Remember they don't just send the inputs there. They have to get the display back again.
    If each frame is 100Kilobytes and they need 30fps to look smooth that's approaching the limit of 25Megabits/s (=3.125Megabytes/s).

  8. Re:And that means...? by Eraesr · · Score: 3, Insightful

    Less than 5ms is nonsense (a simple framerate calculation , but Digital Foundry did quite a few input lag tests.

    Anywhere from 60ms to over 100ms is common. Apparently gamers start to notice input lag at 166ms. Also, input lag and network lag shouldn't be confused with each other. The ping values you see in your game aren't 1-on-1 comparable to the input lag rates reported here.

    To be honest, the 150ms input lag surprises me in a positive way. It's much lower than I had expected. For a game like UT3, 150ms is probably way too much and apparently that's one of the faster games, so OnLive's input latency is probably still too high for most games.

  9. 200ms input latency by Tei · · Score: 3, Insightful

    Wen you see "I am connected to a server, and I have 200 ping with this server", that is not input latency. You can have 10ms input latency with a server that give you 200 ping. Things are computed clientside. So this will be much less playable than your average 200ms server.

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  10. Re:And that means...? by Eraesr · · Score: 3, Insightful

    It's not about consoles only. Your PC has the same problem. An average input lag of 5ms is impossible because when you take a game that renders at 60fps, every frame is roughly 16ms on the screen. If you push a button, then your action won't be visible until the next frame. So I'd say that at 60fps you'd have an average input lag of 8ms and that's not taking into account factors like game code processing the input and updating the gamestate or the lag caused by your LCD display.

    (Older) PC games can be run at higher framerates because the hardware can handle it, so that might potentially decrease that 8ms average, but 5ms is only achieved with a 100fps framerate (when you assume 5ms as average, if you assume it's the slowest it'll ever be then you need 200fps).

    Again, your LCD display has an inherent delay of 40 - 80 ms as well. The idea that 40ms input lag turns a game unplayable is a grave error. I mean, the article already points out that 60ms is basically as low as input lag on a non-LCD screen goes.

  11. 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.

    --
    The creatures outside looked from Alt-Right to Antifa; but already it was impossible to say which was which.