Nvidia's GeForce Now Windows App Transforms Your Cheap Laptop Into a Gaming PC (theverge.com)
The GeForce Now game streaming service that Nvidia announced for the Mac last year is finally coming to Windows PCs. According to their website, the service lets you stream high-resolution games from your PC to your Mac or Windows PC that may or may not have the power to run the games natively. Starting this week, beta users of the GeForce Now Mac client will be able to install and run the Windows app. Tom Warren reports via The Verge: I got a chance to play with an early beta of the GeForce Now service on a $400 Windows PC at CES today. My biggest concerns about game streaming services are latency and internet connections, but Nvidia had the service setup using a 50mbps connection on the Wynn hotel's Wi-Fi. I didn't notice a single issue, and it honestly felt like I was playing Player Unknown's Battlegrounds directly on the cheap laptop in front of me. If I actually tried to play the game locally, it would be impossible as the game was barely rendering at all or at 2fps. Nvidia is streaming these games from seven datacenters across the US, and some located in Europe. I was playing in a Las Vegas casino from a server located in Los Angeles, and Nvidia tells me it's aiming to keep latency under 30ms for most customers. There's obviously going to be some big exceptions here, especially if you don't live near a datacenter or your internet connectivity isn't reliable. The game streaming works by dedicating a GPU to each customer, so performance and frame rates should be pretty solid. Nvidia is also importing Steam game collections into the GeForce Now service for Windows, making it even more intriguing for PC gamers who are interested in playing their collection on the go on a laptop that wouldn't normally handle such games.
Nvidia is banning GPUs in the cloud unless you have a special license, which I bet stops you from offering a service like this. https://www.theregister.co.uk/...
When the input devices for tablets improve past the ability to play tap-like-crazy-to-win games.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
I believe the word you're looking for is "Thare's"
VNC wouldn't stand a chance.
But this is basically what Steam Link / In-Home Streaming is.
OnLive literally went bust trying to make this kind of thing work.
It's not new, or surprising, but it's not really what people want. I really *don't* want to stream games from a computer that someone else has total control over. Everything from monthly subscriptions, to losing all your games if you cut it, to massive peak-period performance hits, to poorer quality gaming (30ms is "nice", but most people will never be able to manage that and won't know why, and will then just blame the service).
Honestly, we've been able to do this for years in a variety of ways. But nobody is going to pay money to do that.
"The game streaming works by dedicating a GPU to each customer, so performance and frame rates should be pretty solid."
Then it's going to cost AT LEAST as much as a GPU, a computer, the cost of the game, the connectivity, and the associated hardware (at your end) overall. Or they either would be making a massive loss, or it would be shit.
I'm still not seeing anything about this that addresses the biggest problem that's hit previous gaming services such as OnLive and the like. That is to say; input latency.
30ms latency is indeed a generally acceptable figure for normal online gaming. But don't forget that what you're talking about under normal circumstances is the latency between the server and the client. So that latency is only relevant to the server-side game interactions. What we're talking about here is having an additional 30ms latency before you even get to that point. What that translates into is a far more distracting gap between the player's control inputs and a visible reaction on-screen (added on-top of the standard display-related latency, which even on a really good gaming monitor is likely to be at least 10ms).
This is really, really distracting, particularly in games which use mouse controls, where it is highly noticeable that there is a delay between mouse movements and in-game response. 30ms is roughly equivalent to what you'd get from a particularly horrid vsync implementation (e.g. what you see in the PC versions of Skyrim and Fallout 4), which can be distracting in regular gameplay and a real killer in any kind of competitive online action game.
Obviously "dedicated" means for the time you play not that it sits there idly waiting for you. So multiple (possibly many, many) customers could be using the same board at different times.
How do you install a desktop GPU in a laptop or any Apple computer?
Yep.
And if they have to have a dedicated card for each concurrent user, capable of playing the latest games, then you could easily buy a GPU for a home computer for the price that they'll need to pay + profit to do so.
Plus... what do you think is going to be required on, say, Christmas Day when everyone wants to play their new games and you've promise they all have a dedicated card? The capacity planning alone means you're basically into just-as-much as just buying a card per user anyway.
This is precisely the reason OnLive went bankrupt. You're paying to have a gaming-capable computer, in a datacentre, for each simultaneous user, ready to go, on-demand, 24 hours a day, and there's almost no way to scale that up without having a card-per-concurrent-user (in theory, there's no reason one GPU couldn't offer up half its cores to one user and half to another, but that's not what they are saying, and you'd need some SERIOUSLY expensive GPUs to be able to do that and still work for modern games).
It would be cheaper to just rent out to every user a full gaming machine and deliver it to their home, for the life of their subscription.
For me this means I will only need one or 2 high specced PCs (one for me and one for my son), then we can play from wherever we are. Now all I need is a good reliable and safe way to remotely switch on and off my pc. This must have been solved surely, any ideas?
This is basically what Steam In-Home Streaming does. The PC playing the game converts it into a h.264 video stream in real-time (using dedicated encoding hardware present on all modern GPUs). The device displaying the game just thinks it's playing back a streamed h.264 movie (using its hardware h.264 decoder which is also present on all modern GPUs, even on phones). The only bits that are missing are getting input from the display device and feeding it back to the game PC. That's probably the only reason the client hasn't come to tablets (and phones) yet - they generally don't come with keyboard+mouse or gamepad support.
The difference is, most gamers don't play more than 8 hours a day - probably 4 or so would be more like the average. The hardware in the datacenter could get much higher utilisation than that - up to 24 hours per day, so the amortised cost of hardware per user is much less for gamers playing on time shared hardware compared to owning their own.
In addition, when there isn't sufficient demand for gaming, it could be used for render farm work, protein folding, AI training or whatever.
So all in all, it should be possible for them to offer a quality gaming experience at a lower cost than people buying their own high end rigs.
I think I'm starting to see why they possibly want to slap down a ban on game hardware in datacenters, so they don't get competitors in this new business.
I do wonder though at what the end result will be on the bottom line, given that it will potentially erode that home gamer market, and reduce hardware sales.
Just because you don't want to stream, doesn't mean that others don't. I didn't want to stream movies and TV. Why would I have to pay a sub even when I don't watch that much or suffer downtimes, when I have a decent DVD/Blu-Ray library? But I tried Netflix recently, and it has quite a bit of content, that content is immediately available, things work well most of the time, and I carry on watching on different devices without having to load any content to the device or think about syncing. It's convenient. It's not perfect, but it's more convenient than what I had before.
Technical hurdles aside (and of course they matter, but not as a matter of concept), why wouldn't I want the same experience with games? If I could play a game without having to download and store dozens of GB, on any machine, without any special hardware requirements, and stop playing on one device and continue on another without any hassle, why wouldn't I want that?
Money-wise, it could be even be more worth it than Netflix. If I could play on a $100 PC-stick or $200 laptop what I now need a $500 PC or $1000 laptop for, then if the subscription price is right, I could even save money in the long run.
with an VM one card per use = pci/e passthrough.
Now with AMD EYPC maybe get 5-7 gpu per node with the rest of the PCI-e for network / disk / ipmi / etc.
nVidia's brand of Android tablet with game pad (been out for a few years now): https://www.nvidia.com/en-us/s...
I've been using the nVidia Shield Android TV to do in-house game and media streaming from my home office PC to my bedroom TV for a couple years now. I hear the new version even streams games in 4k now.
That costs a lot of money and means carrying around a bulky extra item. What happens if your laptop doesn't support TB?
Bluetooth keyboards, mice, and headsets have been available for tablets for years.
According to their website, the service lets you stream high-resolution games from your PC to your Mac or Windows PC that may or may not have the power to run the games natively.
I browse on +1 so AC's need not respond, I won't see it.
OnLive isn't NVIDIA. NVIDIA doesn't have to buy GPU's. It gets its chips at cost, and it doesn't need to have them installed in a good looking package produced by some OEM. It can put them in a rack with special cooling and special power supplies. I don't even fully trust NVIDIA that the GTX 1080 is what one would expect from a desktop PC (the Max-Q version is called that too, and has lower clocks and lower power), but regardless, NVIDIA's costs are much lower.
And although the Verge article claims that one GPU is dedicated per user, that doesn't mean that the CPU is dedicated, and certainly the storage isn't dedicated. So with no need for full size fully functional motherboards, cases, consumer PSU's and consumer level cooling, very little per-PC storage, CPU's bought more cheaply at bulk rates and perhaps shared between players, and GPU's at cost, the total price would be much lower than an actual gaming PC, even when factoring in the costs of a server farm (storage, cooling, electricity, network).
(Not to mention all the crypto they could mine when the GPU's are free. :)
If this is anything like Steam's In-Home Streaming, I hope they actually allow me to source source/destination IPs into the clients. I've got a powerful machine in a remote location that I can only get to via a dial-up SSH VPN session. Because of the difference in subnet, Steam In-Home Streaming wont auto discover the machine at the other end.
I'm all for making this "auto-magic" for the end-user, but having advanced options would be extremely helpful for when the magic doesn't work.
Life is not for the lazy.
I have actually tried running a Windows game via VNC, for controlling an observer player while actually playing the game myself, and it doesn't work. You can't send DirectX 3D rendered output over VNC. After some searching it seemed to be a practically universal problem with remote desktop systems.
"When information is power, privacy is freedom" - Jah-Wren Ryel
Money-wise... If I could play on a $100 PC-stick or $200 laptop what I now need a $500 PC or $1000 laptop for, then if the subscription price is right, I could even save money in the long run.
Many people get laptops from their work (free) and use it as their personal/home computer too. If they can install this Nvidia client, they could stream games at only the cost of the Nvidia service without installing games on work laptop, which would probably be frowned upon by the employer.
So you're saying this won't work because EVERYONE is getting new games on Christmas Day and has nothing better to do than to play right then? This (assumption) is clearly false. Now how much they can save because not EVERYONE is online at the same time even at peaks plus doing it "in bulk" versus what overhead they're having (and what profit margin they want) is another discussion. And there's another discussion too if this would ever work properly from the technical side.
latency
How the fuck would latency affect mining crypto?! Do you have the foggiest idea how computers even work??
This is just another chapter in the lately-skanky 'evolution' of computing. You know, the one that says you no longer control, (or really, even own), the device you paid for. It's all moving to 'the Cloud'; this means both that privacy is defunct, and that the proper functioning of the hardware you buy is subject to the whims of whoever is providing your 'Software As A Service'. And since so much gaming is already MMO, most gamers won't give it a second's thought beyond "Oooh! Shiny! Now I can play on cheap, small hardware!". Yet another erosion of self-determination and autonomy - hooray!
'The Economy' is a giant Ponzi scheme whose most pitiable suckers are the youngest among us and the yet-unborn.
With a movie you can buffer. You will be buffering for the first 10 seconds of so of content at least, and then any latency is swallowed by the buffer.
With a game... you can't buffer. It's like watching live TV.
I don't know if you've ever tried it, but Live TV is even buffered (e.g. BBC iPlayer is often a second or so out of sync with the TV broadcast). Things like TVPlayer.com... they can be 5-10 seconds out of whack. And they cut out A LOT.
A 10-second delay on your movie is invisible. A 100ms delay on your interactive game is VERY visible, especially if it comes and goes as your connection fades and improves. And you can't really buffer input / interactive content as that just makes things worse. Sometimes you even just "throw away" old data and pretend it didn't exist.
I stream all sorts. But streaming a game? No. There's a reason that even Steam Link says "use Ethernet, not Wifi". Unreliable delivery even across a local Wifi network (no Internet involved) is enough to throw out the user experience. Doing that over people's shared crappy broadband/routers/connections?
It's not even the same class of problem.
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I'm not an online gamer but I'd be willing to bet a nickle that most gamers playing co-opt or competitive online games play at the same time periods.
I played South Park the Fractured But Whole on it all day Saturday and it was great. I've played some platform games on it as well.
I'm not sure how it works for FPS games or Racing games, I'm guessing those are sort of shit (The Next Penelope was fine). On RPGs, slower platform games, Adventure games it works great. I've played Giana Sisters Twisted Dreams on it, it looked beautiful and performed well.
I'm not sure WHY but using a Steam Link works better than my Linux desktop. I've got Steam on my Linux desktop that's on the same switch as my "Wintendo" Steam server. My Steam Link has to go through that switch, the router/switch under the TV, then the switch in the bedroom to get between the systems. It's all Gigabit, but that's quite a few cascades for home equipment. The Linux desktop is pretty much double the power of the Wintendo, and when I'm playing a Steam game locally it works great, no technical problems to speak of. When I'm streaming from the Wintendo to the Linux system it has video glitches, occasionally goes to really low bit-rate video and on rare occasion just freezes. I've got a pair of olded nVida cards in SLI mode in the Wintendo and the Linux system has a Geforce 750 TI, so I they've definitely put some thought into the Steam Link side of things even the PC/Linux version is lacking. 8 cores at 3 Ghz and 16 GB of RAM should beat the Steam Link, but whatever.
The preceding post was not a Slashvertisement.
You can do the same with Steam (any game, not just games bought on Steam). Unlike this Nvidia thing, it works on Linux too. I have a win7 box burried in a closet somewhere for that purpose.
Playstation Now already does this, and it works pretty darn good... But I'm not interested in paying a subscription to play games I already own(ed) for PS3 just because they never solved backwards compatibility... If Geforce Now lets me tie in the games I own from other platforms and just pay for their power/bandwidth, at a reasonable rate, I'm in for times I don't have my massive slab of a gaming laptop handy... Bonus points if I end up being able to do so from my iPad down the line.
Didn't OnLive and Sony both try streamed games, to no real success? What happened?
I think someone else on the thread called it - this is different because neither OnLive nor Sony could overcome the cost/hardware investment. Both companies tried to sell gaming, and only gaming. It's possible to do this with AWS because other components more readily subdivide. As a simple example, an 8TB drive can be sold to 8 people in 1TB slices, all of whom can use it at the same time and be generally-okay with performance. GPUs don't subdivide nearly as well, meaning there basically needs to be a 1:1 ratio between cards and subscribers. It's difficult to oversubscribe into profitability, just as much as it's difficult to make a decent profit off hardware that's sitting idle for 16 hours a day.
But that's probably not what nVidia is doing.
nVidia is, in all probability, making some sort of GPU specific variant of AWS or GCC. Gamers want to game for 90 minutes that day? Great, let them use the card for 90 minutes and then use the other 22.5 hours of the card to rent out as GPU time to Bitcoin miners or weather forecasters or machine learning algorithms, or whatever other task people are willing to pay to rent time to process. This way, heavy gaming days = lower general use, and lighter gaming days = heavier general use.
And that is how they will be successful.
Why don't you try it. I think you'll answer your own question.
The difference is, most gamers don't play more than 8 hours a day - probably 4 or so would be more like the average.
Most gamers will be pretty upset when they sit down on a holiday and can't play because the systems are only setup to scale to 57% concurrent users. How do you sell a service with the caveat like that?
The other thing is this needs a shit ton of bandwidth. I subscribed to Nvidia's Geoforce NOW service. It pulled ~57MBit for a 1080p, 60fps game. That's not for everyone, and it makes gaming on even the best networks susceptible to intermittent problems. Pretty cool seeing your 7 inch tablet driving a 1080/60 game on your 65" screen though. Nvidia did a good job with it's gaming tablets, but that's a dead product now. Selling chips to Nintendo is a more lucrative business.
Seems like eGPUs really scare a lot of vendors.
"From reading things such as this, I conclude that the tech/drivers to get full speed Thunderbolt eGPUs are largely ready, but Intel and/or other vendors are refusing to licence it and make it available. The one company that defied them and sold it anyway appears to have been shut down by Intel and product recall notices issues to everyone that purchased it. Read the thread, check the sources and make your own conclusions."
That's Intel, but same difference. Like gaming laptops cost a fortune, so eGPUs being so cheap are a threat to gaming laptops when many eGPUs are fairly portable.
So you agree that it's desirable if it works? If you're just arguing implementation, let the implementation speak for itself. All I'm saying is that if it works decently well, then I think there's a market for it.
And it CANNOT WORK DECENTLY WELL on what you know as a home broadband connection because you CANNOT buffer interactivity.
And of course there's a market. That's why Steam Link was sold for about 10GBP over Christmas - they were dumping stock of something that basically does exactly the same.