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NVIDIA Launches GeForce NOW Game Streaming Service

MojoKid writes: NVIDIA has championed game streaming for a number of years now, whether it's from a GeForce GTX-equipped PC to one of its SHIELD devices or from its cloud-based GRID gaming beta service to a SHIELD. Today though, NVIDIA is kicking its game streaming business up a notch by launching a new service dubbed GeForce NOW. The service streams PC games from the cloud to SHIELD devices at up to full HD 1080p resolutions at 60 fps. It may be tempting to call GeForce NOW an official re-branding of its GRID game streaming beta but that is reportedly not the case. The GRID beta is going away with the launch of GeForce NOW (an update will replace the GRID app with GeForce NOW), but according to NVIDIA, GeForce NOW was re-architected from the ground up to provide a better overall experience. NVIDIA sees GeForce NOW as sort of a "Netflix for games." There is a monthly fee of $7.99 for a subscription, which gives customers access to a slew of games. There are too many to list but top notch titles like Batman: Arkham City, Ultra Street Fighter IV, GRID 2 and many others are included. In addition to the games included in the subscriptions price, NVIDIA will also be offering GeForce NOW users access to AAA-titles on the day of release, for a fee. The games will typically be sold at a regular retail prices but not only will users get to play those games via the GeForce NOW streaming service on SHIELD devices, they'll also receive a key for playing the game on a PC as well. To use GeForce NOW you'll need an NVIDIA SHIELD Android TV, SHIELD portable, or SHIELD tablet (with the latest software updates installed) and a SHIELD-approved 5GHz router. Your broadband connection must also offer download speeds of at least 12Mb/s. 20Mb/s is recommended for 720p / 60 FPS quality, and 50Mb/s is recommended for 1080p / 60 FPS.

3 of 55 comments (clear)

  1. More power to the providers by Master+Moose · · Score: 5, Insightful

    I do not look forward to the future where all entertainment is streamed.

    It puts too much power into the hands of the content providers and distribution channels. Arbitrary restrictions such as regional lock outs, approved devices and discriminative pricing are always a part of the package.

    While there is a convenience to streaming services. I can only hope that the option for physical/local "ownership" of media is always an option.

    Not entirely on topic i know, but relative (to this Luddite anyway)

    --
    . . .gone when the morning comes
  2. DO NOT WANT by ewhac · · Score: 4, Interesting
    Let me see if I'm understanding this correctly.

    You want me to install an invasive gaming client that delivers no actual game content to me, imposes a network lag on all input, does not allow me to run a zero-latency LAN gaming session, does not allow me to run my own public server for my friends... And your business model is to get me to pay for this degraded experience?

    ...Good luck.

  3. Good Way to Explain this Kind of DRM to the Unwary by Kunedog · · Score: 4, Insightful

    Imagine if the Ubisoft always-on DRM had been 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, streamed games are even worse than that would be.

    The game doesn't even run locally. 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 push streamed gaming 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 streamed games 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 I've never heard anyone explain how they intend to solve them. Onlive (for example) did everything they could 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 streaming would still have the draconian DRM issues even if it worked perfectly).

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