OnLive's Epic Plan For a New Type of Video Game
An anonymous reader writes "OnLive's had a tough twelve months any way you look at it, but as a new profile of the cloud game streaming service points out, throughout it all, service never dropped, and the number of platforms it's on keeps growing. Up next is the tiny Ouya console, but in a wide-ranging interview, OnLive's general manager talks up plans to bring MMOs to the service, and even a whole new type of video game, one that will run on many servers, not just one PC: 'Look at how CGI has changed cinema over the last few years — you can do CGI essentially realtime. It could completely change what a video game looks like. That leads us to new technologies. Then game designers say, "What could I really do with a computing platform that is so powerful but also available across so many devices?" You're no longer constrained by computing power — that has tremendous opportunity.'"
Yeah, OnLive isn't constrained by computing power, but they're still constrained by bandwidth.
Is there a big enough market for their service in the few areas that are able to use their service?
Learn something new.
Why would I want a cloud game streaming service?
That's funny, I read the title as "OnLive's Epic Plan For a New Way To Screw Its Employees"
This is defiantly going to be Epic. Probably not in the way they are thinking though. We're in the middle of the Next Great Video game crash, and all we're missing is an Epic Fail like ET. Someone, unexpected, needs to roll snake eyes already.
I'm sorry, but that's BS, what you're talking about is completely different from what he's talking about, and you're being deliberately obtuse. What takes the most time is designing the things to be rendered. And yes, if you throw enough computational power behind it, I'm pretty sure you can get it to essentially real time. Whether or not that's cost effective is a completely different matter.
Also, you're a douche for taking it out of context.
There is just no way to ever solve the latency problem.
You could put a server in every house with a direct connection to a monitor, then you only get one frame latency.
It's too bad Onlive will be the "prodigy" of online gaming services. By that I mean, early to the party, home in bed before it gets started.
The delta between quality of graphics, render times and bandwidth to send completed frames is getting smaller ever day. I just don't think it's where it need to be for anything beyond local broadcast.
What we will see is road gaming using a user's local console first. Cloud needs to be everywhere before we can outsource the frame generation to a laggy internet-shared based service. For Chrissakes, youtube can't even deliver me a super bowl commercial without buffering on my 30Mbit connection.
---Up Up Down Down Left Right Left Right B A START
I never purchased anything from onlive because the pricing wasn't competitive with steam/amazon/greenmangaming/etc.
I would have expected the pricing to be even cheaper because I don't have a copy of the files locally in case they go belly up.
I must confess, I still don't get OnLive. Sure, you can have powerful hardware rendering immaculate frames, but then you have to use lossy compression to get those frames to the screen, so you probably end up with inferior visual quality (and a subpar framerate.) Not to mention the latency concerns others have mentioned here-- OnLive might be fine for a single-player game, where there's only one round-trip, but a multiplayer game? Not a chance.
Throwing more computer power at it was always possible. The context of the quote in the article indicated the speaker thought movie grade CGI can be done in real-time because of advancements made in the last few years. In any reasonable interpretation of the word "possible" it is not possible. In other words "essentially" you can't do CGI real-time and anyone who says you can is either lying to sell you something or doesn't understand the technologies they're talking about.
Why are you so defensive about this?
Quick, market this idea to Intel and Nvidia before someone else figures it out!
Apparently wizard is not a legitimate career path, so I chose programmer instead.
Mid-range hardware is insanely cheap these days and will play all but the most high end games. Even tablets and smartphones can handle some pretty intense gfx. The next gen of consoles looks like it won't even be trying to push the envelope on performance because it is already good enough. My gaming rig is about 4+ years old and I'm pretty happy with it. Why exactly would I want to push rendering into "the cloud"?
If they can produce a kick-ass game that cranks everything to 11 with no lag, it might generate some interest. Which publisher is going to push out something like that for a service that seems to be tanking?
The interesting part of this, to me, is the potential to have both a larger and more intricate physics simulation. Essentially you would be distributing the physics across many processors, then player interactions would be fed into that. Thus there would be a single physics simulation occurring for everyone, instead of the more typical method where each client is performing its own simulation on local objects and simply reporting back to the server the raw position of various affected entities.
Whether the actual rendering also takes place at the server level or not doesn't matter - the position of the objects would managed by the servers. This would allow vastly more realistic scenarios, especially for MMOs. You could get into things like erosion, plant growth, branches falling off of trees, etc. IMO, visually games are pretty good, and the problem is now the kinematics, nuances and ambiance of the virtual world itself, and not just the more superficial eye-candy (pixels).
Better known as 318230.
of course that would post likely bring half the Internet to its knees but hey a guy can dream.
(challenge for an animator create a tummy rub animation that can be used with the WereHouse Dire Wolf)
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I think this is a smart move by OnLive.
My experience with the service showed the technology worked, but the pricing model sucked. There was no way I was going to pay almost full price for a game I don't actually own. It would be like Netflix asking $19.99 for every movie you wanted to stream. A monthly fee for all you can eat would have been much better. Of course OnLive was at the mercy of the game publishers who, I'm guessing, didn't make a Netflix-like business model possible.
If OnLive can get games produced directly for their service they'll have more control over the pricing model. MMO games are a good choice because their players are already accustomed to paying a monthly charge. WoW is popular, in part, because it sacrifices high-end graphics so it can run on low-end hardware that your average casual gamer has. Imagine a MMO with Crysis level graphics that can run on a netbook. That's an advantage game developers might be interested in. Another advantage for developers is near zero effort spent on anti-cheat mechanisms. There are no local files to hack, and the network stream is just a video feed and input controls.
It could also translate into much better AI. For MMO AI is very important.
To me this is like the worst case scenario. Bad enough that OnLive might make an otherwise good looking game look and play like shit, but now they're going the rest of the mile and saying that games should be changed and designed for the service.
No, OnLive, go fuck yourself. Your idea will never work technically or logistically and you need to hurry up and die.
Schnapple
Comment removed based on user account deletion
Uhhh...what EXACTLY is there to understand? The guy said that movie quality CGI is possible in real time and looking at the football stadium full of computers required to render "The Lord Of The Rings" which is over 16 years old shows that to be total bullshit.
I mean sure if you had infinite money to build a high rise filled with nothing but tesla cards sure it would be POSSIBLE, but it sure as hell ain't gonna be done by this company or any other and actually make a cent in profit as the cost of all those machines (plus power and cooling) will be more than they could ever make selling the service.
So sorry but he is full of shit unless you count "movie CGI" to be on the level of the first Tron from 1982, anything made in the early 90s or later is just gonna take more horse than is possible for this company to muster.
ACs don't waste your time replying, your posts are never seen by me.
Amazing native image is useless when streamed with compression to 60% of the quality.
With NVIDIA entering this market, how relevant is OnLive?
you can do CGI essentially realtime
So, wth have video games been doing thus far?
One frame of latency? Only on CRTs. Modern games want to run at 60fps, that is 16ms per frame. Modern LCD screens do so much postprocessing on the video signal/image that it typically takes them at least 30 to 40ms to display that image on screen. Or as Mr. Carmack put it: "It's faster to send data packets across the atlantic than to display a frame on the screen" (QuakeCon 2012 keynote, quoted from memory)
http://www.moonlight3d.eu/
It sounds suspiciously unlike a server at this point, and more like "we're renting you a PC".
The only reason I would go for this over the game running on my local machine is that it could make it much more difficult to cheat in multiplayer games.
Lie 'aimbots' that read the games state, and fake input to automatically shoot opponents; 'warping', where fake movement commands are sent to the server; 'wallhacking' where obstacles are rendered transparent, etc.
Some automation would still be possible, with image recognition and virtual input device drivers, but at least the bots couldn't do anything the players couldn't, and simply changing the textures/model occasionally would screw with that.
Even locked down platforms like XBox 360 and PS3 have hackers cheating on them from what I hear; you just can't trust the client end.
It's that rotating cube he's talking about. EPIC!
Defining Statistics and Social Research
It's better than the original because I sell it over the internet.
To have a right to do a thing is not at all the same as to be right in doing it
I live in the middle of nowhere Okanogan county Washington. Even this far out, i have access to a 10 meg connection.
Right, so everyone in the whole world must also have a 10 meg connection, yes?
To have a right to do a thing is not at all the same as to be right in doing it
And they are going to pay for that how?
I suggest they try kickstarter, and ask for $5000 from each contributor, so that they can get a slower, lowe resolution "cloud" version of the games they already have on their PCs., but over the internet.
To have a right to do a thing is not at all the same as to be right in doing it
Much more fun than playing Onquack Lifailure.
Haha, did you see what I did there?
No.
Just in case you didn't pick up on the joke, I changed "OnLive" to resemble Barack Obama's name.
No, you didn't.
I am the funniest person.
No, you're not.
To have a right to do a thing is not at all the same as to be right in doing it
Interactive fiction/storytelling has never really taken off in the West amongst gamers, although I hear it's big in Japan.
To have a right to do a thing is not at all the same as to be right in doing it
Being able to buy a game on physical media, insert it in my game PC which is not connected to the Internet, and play it is my only unchangable criteria for whether or not I buy a game.
Only old people use physical media, didn't you get the slashdot memo?
To have a right to do a thing is not at all the same as to be right in doing it