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Cloud Gaming Service OnLive Unofficially On Linux

An anonymous reader writes "Through some clever patching, OnLive community members have found a way to run OnLive on Linux using Wine. While the fix isn't perfect, this is a giant leap for Linux users wanting to play the latest games without the need for Windows. Linux users can now play several high quality games like the new Deus Ex with very few performance issues and on lower end hardware."

21 of 206 comments (clear)

  1. DRM by ge7 · · Score: 3, Insightful

    While a kind offer, I have to say no thanks. This kind of service goes against all my beliefs and every rule for Linux and open source. Not only you don't get source code with the game, you don't even get binaries and data! Once you stop paying, you stop playing. If we support development like this there will soon be nothing else. There are many great open source games for Linux, like Battle for Wesnoth, Freeciv and Nethack. Even ID open sources their engines so that people can create many new awesome games. Once OnLine and companies start doing that, don't include abusive DRM and provides source with the game boxes, we can start talking. Until that I rather support indie developers.

    1. Re:DRM by Anonymous Coward · · Score: 5, Insightful

      It's just a game... it's not like operating systems or office apps where vendor lock-in and lack of freedom to modify the code is actually a problem.

      Do you also refuse to watch movies because you don't get the files used in production? Or refuse to listen to a CD unless it also comes with sheet music?

    2. Re:DRM by Squiddie · · Score: 2

      Same here, it's just using software as a service, which is evil, in and of itself. It's the same reason why I use LibreOffice, when I could use Google docs, and it's the same reason that I don't use "cloud" services.

    3. Re:DRM by ge7 · · Score: 2

      No, but I do remember the days when people could host their own dedicated servers with their own rules and admins instead of that one-player-hosts bullshit. I also remember the days when game developers wanted people to make great mods for their games. Now that has mostly gone away. I'm glad there's still games like Red Orchestra 2 that have that old spirit. But where do you think it goes if the games are fully ran and only streamed to your computer?

    4. Re:DRM by Squiddie · · Score: 2

      And it's irrelevant, since the end result is the same: control is taken from the user and given to another entity. It's just a bad way to do things if you care about controlling the software that you use. Open source or not SaaS is not a good thing, and it's probably even worse than just running proprietary software. Hell, I run a couple of proprietary programs because there is no other alternative, but I'll be damned before I run my software on another's machine.

    5. Re:DRM by syousef · · Score: 4, Interesting

      It's just a game... it's not like operating systems or office apps where vendor lock-in and lack of freedom to modify the code is actually a problem.

      Tell that to someone who dedicated spare time over 18 months to creating a new aircraft in MS Flight Sim only to have the franchise killed off for the promise of some X-box Windows live experience that may never come to fruition.

      Open source matters for everything including gaming.

      --
      These posts express my own personal views, not those of my employer
    6. Re:DRM by hairyfeet · · Score: 2

      Hello time traveler from 96, let me tell you about 9/11 and fukushima. In reality land one can get a Barebone for $200 follow the little pictures or the nice little video where they walk you through putting it together (I swear they hold your hand so much now a grandma could do it) and add a $100 copy of Win 7 HP along with a nice cheap mid range game card and voila! Gaming PC for $380. Or if you don't want to DIY you can just pick up a prebuilt for $550 that is plug and play, or you can just go to any mom&pop shop and hire a guy like me that will put together any design your little heart desires.

      Anybody that pays $900 for a gaming PC has a very tiny penis and is trying to make up for it with an ePeen. That or they are one of these idiots that think they have to do everything on a laptop, even if they don't actually go anywhere with the damned thing so are just spending a shitload of money on a really compact desktop with higher priced shittier parts.

      As for TFA...do they have purple ponies and She Ra in candyland where OnLive lives? because I would like a ride. in case they haven't gotten the memo the greedy bastard ISPs are going to caps which kinda kills their magical service deader than Dixie. hell in my area neither the cable nor DSL has moved an inch or upgraded shit in damned near a decade, and that is with a huge college right in the middle of town. That would cut into profits you know!

      It doesn't matter we already paid to the tune of 200 billion for nationwide broadband and all we got was a nice picture of Goatse from the CEOs who pocketed the cash or spent it on coke and hookers, or that in areas like mine (and large chunks of the country) that only have a monopoly or duopoly we are being royally ass raped on prices as it is (in my area it is now up to $75 for 2Mbps cable or $135 for the bundle with TV and phone) because they have to show Wall Street they can make iMoney and keep those profits rolling don't ya know?

      OnLive trying to get this service off the ground now would be like offering a car for the masses that gets 5 MPG. The era of unlimited broadband, at least in the states, is coming to an end, it is like 8 tracks and muscle cars a thing of the past. Sadly I've seen the future and it is teeny caps and $1.50 per Gb if you go over, which means just one gaming session could cost you more than just going out and buying the game if you go over your cap.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    7. Re:DRM by Gadget_Guy · · Score: 2

      Tell that to someone who dedicated spare time over 18 months to creating a new aircraft in MS Flight Sim only to have the franchise killed off for the promise of some X-box Windows live experience that may never come to fruition.

      For every game that you can list where you have the opportunity to spend 18 months developing something, there are hundreds of games where you do not. You just play them until you get to the end and then stop.

      Besides, does MS Flight Simulator X no longer run? If it does still run, then your 18 months of work can still be used. If that is not good enough, then it has already been pointed out that there is an open source flight sim that you can use, although it appears to have problems running on some systems. It looks like being open source will not fix all your problems.

    8. Re:DRM by geminidomino · · Score: 4, Insightful

      There are many great open source games for Linux, like Battle for Wesnoth, Freeciv and Nethack

      Wesnoth and Freeciv are all right, at best. Unless of course, you don't like Turn-based or Real-time strategy games. And Nethack? Come on. The game predates Donkey Kong, FFS. You might as well tout the umpteen billion 'Tetris' clones and flash games.

      Don't get me wrong. Linux is a great OS for getting real work done and even for day-to-day PC use, but gaming? No way.

      I'm with you on the abusive DRM. I loved Torchlight and salivated over the idea of a new Deus Ex game, but I don't and won't install Steam, so I couldn't buy them. But expecting games to be free and open source, you might as well quit gaming altogether, since you're letting idealism set the bar higher than reality will ever reasonably reach.

    9. Re:DRM by flimflammer · · Score: 3, Insightful

      Holy crap, do you really think a $380 "gaming" PC is going to run current games at an even remotely decent quality? And that $550 prebuilt machine is equally silly. You will not be playing current generation games at a decent speed or decent quality on it.

      I really want some of what you're smoking.

    10. Re:DRM by L4t3r4lu5 · · Score: 2

      I refuse to pay retail price for a rented game the same way that I would refuse to pay retail price for an audio CD rented from the library.

      OnLive is a streaming service, and you rent access to their service ( and therefore their game catalogue) to play the games you buy. If the service fails, you lose access to your games. This is the problem I have with Steam, and why I only buy games on their ridiculous 75% off sales. For the rest I buy from Play / Brick and Mortar stores, so even if the point of sale goes bust, I still have the game to play.

      --
      Finally had enough. Come see us over at https://soylentnews.org/
    11. Re:DRM by devent · · Score: 2

      "Do you also refuse to watch movies because you don't get the files used in production? Or refuse to listen to a CD unless it also comes with sheet music?"

      Would be nice if they come with the files, but it's unpractical. But the nice thing about videos and music is that is always have the "source code" available, you can always take the video or song and remix it. That is why we have such a booming culture of remixes on Youtube, despite every effort to kill it; and the fan-dubs and fan-subs of anime shows; and fan-translations of manga.

      Isn't it nice what people have done with the "source code" available of music, videos and images (remixes, fan-dubs, subs and translations)? Now think what we could do if we had the source code of games.

      --
      http://www.mueller-public.de - My site http://www.anr-institute.com/ - Advanced Natural Research Institute
    12. Re:DRM by Ihmhi · · Score: 2

      Yeah, after all look at all of those mods that ultimately petered out and disappeared into nothingness. DOTA, Counter-Strike, Day of Defeat, Team Fortress, Alien Swarm, Killing Floor...

    13. Re:DRM by flimflammer · · Score: 2

      Watching you go off on a tangent all while calling me "mr epeen" is really just hilarious. My mediocre core 2 duo machine with 4 gigs of ram and a ~$140 graphics card from a year ago really makes my epeen rage with blood!

      I know very well how well games run on less than expensive hardware and have never spent more than $500 myself on my next iteration. But I also don't expect to have a solid framerate at native resolution while playing virtually any newer games (by solid I mean 60 without constant dips) like you claim, on any graphic settings higher than "medium" (if that) which quite honestly is generally rather blurry in terms of quality and is definitely not what I would consider "better than consoles" (of course YMMV from game to game but it's not particularly endearing). I can barely pan the camera in the new dues ex game while putting everything to its lowest possible settings, while fluctuating randomly between 30-60 in games like borderlands (except if shadows are enabled and then it grinds downward, and it only sticks to 60 if I'm not rotating my camera). I never even play with antialiasing to begin with because I don't mind the aliasing enough to warrant the performance penalty for using it.

      Batman: AA isn't an extremely good example to support your analysis either. Almost all "indoor" games tend to play well and it's a number of years old to boot. It was certainly a good game to be sure, but it definitely wasn't a game that would stress much hardware by any stretch of the imagination.

      I certainly don't think people should be wasting money on those $2000 or even $1000 machines various companies try to push, but I'm certainly going to call anyones bullshit for suggesting a $380 is going to really cut it, and make the user really feel like it's performing nicely.

      And if you're playing OnLive it hardly matters what your specs are. People have reported success playing OnLive games on netbooks at a decent speed.
      Honestly, you sound like nothing more than a pitchman assuring us that ShamWow really is super effective and not likely a waste if you plan to be using the towel extensively for the purpose of deep scrubbing for a long time. Just because game makers tend to target consoles and port over to the PC doesn't mean a whole lot. Many companies don't value the PC market very well and don't take care when porting, leaving all sorts of performance issues. That's one of the primary reasons it's usually derogatory to call a game a port. There's also a much harsher penalty for PCs due to the direct access games have to hardware on consoles versus the abstraction they have to deal with on PCs, so directly comparing the specs from a console to specs from a PC is asinine.

      But you keep doing what you do guy. Sell people those cheap computers and tell them it will show them the world. What do I care, I'm just another random face on the internet?

  2. Very few performance issues? by Sycraft-fu · · Score: 4, Informative

    Well I suppose if you ignore:

    1) Low resolution/detail. Onlive isn't streaming you a 25mbps 1080p AVCHD signal. They stream a low bitrate 720p signal. What this means is that not only are you dealing with a lower resolution but fine detail gets lost. That's how video compression works: Algorithms are used to simplify things which results in the loss of detail. The more you compress, the more you lose. So you aren't getting the full experience of a "high end system" like they want to pretend. You get something that is mid-low end at best.

    2) Large amounts of interface lag. Since all the rendering is done remotely, there is lag on everything, even mouse cursor movements. The amount of lag is cumulative, so not only the lag from your monitor and mouse as you always get, but network as well. Even if you live real near a datacenter, it is going to be non-trivial and any further and it could be rather major. You can learn to adjust, to an extent, but it is amazing how much nicer a no-lag interface feels. If you have a monitor with, say, 30ms of lag, you won't notice it, it is below human perception. But add that to a 60ms network and encoding lag and you will notice.

    3) It is 100% network dependent. Your Internet goes out? No games. Have a bandwidth cap? This uses heavily towards that. Someone else downloading something? You can get stuttering and dropouts. You take any problem you've ever had with streaming video and then add to the fact that there is no buffer and that's what you've got.

    Now of course this is on top of the fact that you don't get to have the games. They are all "sold" on the service meaning if Onlive ever goes under, you are SOL. It isn't even something like with a DRM or download solution where you could crack it, or they could let you download before they go down for good, Onlive goes down, you are done.

    Also it isn't as though you are "running" the games on Linux. You are just streaming the video to Linux. They are running on the Onlive servers.

    Really, if you wish to play games a much better idea is to just get yourself a console, or mid-low end graphics card. Pick up a $80-100 graphics card and you'll get quality as good or better than what Onlive pulls, with none of the problems.

    It is a service that really doesn't make any sense. Maybe back in the day when you had to have high end hardware to play games but these days not only are consoles a major option, but you don't need much computer to play games. You take a reasonable desktop computer, like a Core 2 and 2+GB of RAM, and toss in a reasonable video card and you can play what you want.

    Much better idea than using Onlive.

    1. Re:Very few performance issues? by jewelie · · Score: 3, Informative

      Lust for reference, you have actually tried it haven't you?

      My experience was different. I gave a few demo games a go on a wee lil netbook. Worked a treat. I was very impressed with the graphics quality and lack of lag.

      I was ready to slag it off, but it actually worked well. If I could afford it, I'd happily subscribe - cheaper than maintaining a big gaming PC.

  3. Cloud = For Suckers by syousef · · Score: 4, Insightful

    Everytime you see something marketed as 'Cloud' based or 'Cloud' anything just mentally remove the word cloud from the product and add "For Suckers (TM)". You'll save yourself a lot of fuss, hassle and confusion.

    --
    These posts express my own personal views, not those of my employer
  4. Re:Now there's no reason to port games natively by snookums · · Score: 2

    It's probably the future for a few types of games, and will be popular with a segment of the market, but I'd say at the extreme low and high end it won't be popular.

    Hand-held, mobile gaming isn't going to have the bandwidth, nor the always-online capability (I want to play Angry Birds on the subway).

    At the other end, so long as home hardware (console and PC) can render better content faster than the network can stream good-quality video there will be a market for high-def gaming.

    Then there's the extremely latency-sensitive games, which I can't see ever working. Traditional game engines can deal with network latency by calculating collisions and other things client-side, but they can't handle the interface lag that you're going to get with this type of system. Building out infrastructure to get good latency to all markets would be terribly expensive.

    --
    Be careful. People in masks cannot be trusted.
  5. For those unfamiliar with the service . . . by Kunedog · · Score: 5, Interesting

    . . . imagine if the Ubisoft always-on DRM were an inherent, unremoveable aspect of the game system rather than just something tacked on to a few individual games after the fact, such that Ubisoft couldn't even begrudgingly neuter it in a patch. Well, Onlive is even worse than that would be.

    The game doesn't even run remotely. All you get is streaming video/audio and all the lag you'd expect (including controller lag), which is a recipe for disaster in North America.

    Let's say you're lucky enough to have a 30mb/s connection. Why would you want to use it to transfer your game's video instead of, uh, a DVI cable, which is capable of 4 Gb/s? The people who developed DVI apparently understood that that 1920 x 1200 pixels w/ 24 bits/pixels @ 60Hz results in bandwidth well over 3 Gb/s. The people who developed Onlive seem very, very confused (at best).

    Some people consider IPS monitors unsuitable for games requiring fast reflexes (i.e. FPSes) due to their double-digit response times. Internet latency is often worse and certainly more unpredictable than LCD monitor response time, and with Onlive it applies to audio and keyboard/controller/etc input too.

    Those of us who know anything about bandwidth and compression and (especially) latency can see the enormous technical obstacles facing a service like this, and Onlive has never done anything to explain how they intend to solve them. Instead, they've done everything they can to lock out independent reviewers with NDAs and closed demonstrations. A friend of mine described it as the gaming equivalent of the perpetual motion scam, and IMO that's spot on (except that Onlive would still have the draconian DRM issues even if it worked perfectly)..

    BTW, you pay a monthly fee for the service and then you STILL have to "buy" the games (which of course become useless if your subscription lapses, giving them another leash to choke you with). I'm not kidding.

    Onlive appears designed from the ground up to benefit the game publishers and fuck the customers, exactly what you'd expect from any DRM system.

  6. Re:With a good connection this would be terrific by ledow · · Score: 2

    "with a low latency connection"

    That's why. Basically, there is no such thing at the moment, especially in certain countries, and OnLive's techniques make the problem worse.

    Rather than the display in front of me drawing the results of a (slightly) delayed and INCREDIBLY TINY message from elsewhere, OnLive has to receive your local controller data, draw the results, compress the output in realtime and then ship that image back to you using a relatively-high-bandwidth image.

    That doubles latency you would expect from an online game (and even online games can be laggy, don't forget) and defeats a lot of things like client-side prediction (because the "client" is actually OnLive's datacenter, NOT you - you're just a remote viewer) or worse - my upload dies a death when a large download is in progress and this would pretty much kill my broadband connection.

    Basically, you're VNC'ing into a games console somewhere else on the planet. And have you seen the quality of the compression they use? You basically lose most of the image of the game, especially on anything fast-moving.

    Add to that all the problems with such online services - the games go away the second you stop paying, the games cost as much as normal, you're limited in the choice and configuration of games, bandwidth limits / costs etc. - and you have a substandard service.

    In some European countries, it would end up costing you a LOT more than you think just to play a game you could get on Steam or from the local shop (in terms of time, effort, money and inconvenience) - you'd barely be able to play the damn thing before you got kicked off your ISP or put onto a "high-usage" tariff/QoS which would make continuing to play it impossible.

    And all for an undemanding strategy game or two? Sure, if you could run the really high performance games at top-whack in perfect quality, the idea would work. But basically the games it works best on are the ones you wouldn't want to go through the hassle / expense to play and even the most basic laptop would handle it.

    OnLive is the Internet cafe of the modern day - by the time you actually have enough people that know what it is and how it works, everyone has the capability to do it themselves for the same price by just buying their own computer / broadband.

    Internet cafes died a death in my country because this was true - they only survive in countries where owning a computer / broadband connection is out of the reach of the common user. This will be true for OnLive - it will only really be used by people who can't afford a PC because of the local economy. Everyone else will just buy a PC and do it themselves because the costs and technical hassle of OnLive just don't make up for having to run your own, personal, general-purpose computer anyway.

    To be honest, I'm shocked that this service still gets press at all. It should have collapsed under its own weight years ago. I can only assume they have a very good marketing team and are hoping to capitalise VERY quickly before their users start figuring it out.

  7. Pricing Model by bradfordcp · · Score: 2

    A lot of the comments on here are pointing out that OnLive is a subscription service. This is not the only pricing plan they have available. Looking at their documentation on "Getting Games in the OnLive Game Service" you will notice their are multiple avenues to purchase a game.

    The subscription service they offer is for a collection of ~80 titles. For most newer titles you purchase a pass to play the game. This allows access to the game for a timed interval (think multiple days like renting) or unlimited play. That is a one-time purchase just like if you purchased the title off of Steam or in a retail store. Does the full pass require a subscription? Nope. Please take a look at the documentation and pricing model before making your claims.