In Theory: Is this how OnLive works?
Digital Foundry mulls over shots and expert opinion.
After its sensational - and controversial - debut at GDC last year, little has been heard publicly about the OnLive cloud gaming system. During the summer, the firm kicked off its promised beta sign-up phase, but in a world where footage is leaked from betas within hours of their debut, the lack of any tangible feedback on the system from testers was telling. Was OnLive still on schedule? In the run-up to Christmas, momentum picked up: many confirmed OnLive beta testers finally broke cover and a mammoth 48-minute presentation from company front man Steve Perlman was released.
In a small, intimate venue, the Columbia University alumnus, equipped with the OnLive browser plug-in and microconsole, presented what amounted to a more informal re-run of the original GDC presentation - mostly the same tech, showcasing the same games. More details emerged about the make-up of the system, and Perlman produced a mouth-watering presentation of Crysis running via OnLive on the iPhone. The core issues many commentators took issue with (latency and video compression) were also covered, albeit in an extremely vague manner.
So, the big questions remain: in particular, just how does OnLive compress video? Perlman suggests that OnLive has created a new video compressor divorced from the conventions of normal video encoding: the so-called group of pictures (GOP). GOP is all about retaining and re-using as much video information as possible to reconstruct the current frame. Picture elements can be brought from past and future frames to ensure the highest-possible compression. But OnLive has a problem. Taking elements from future frames would require buffering them and thus introducing lag, which would sit on top of the time taken to beam information across the internet as well as the inherent latency in the game itself.
Perlman says that OnLive doesn't use GOP, and uses a proprietary compression system. Jason Garrett-Glaser, one of the key developers of the x264 open source h264 encoding system used industry-wide and thus extremely well-connected, claims otherwise.
"As far as I know, OnLive is just using h264, so this doesn't really go in the 'new and alternative' category," he wrote on the Doom9 forum under his online alias, Dark Shikari. "Their 'new idea' is splitting the stream into 16 rectangular slices, each of which gets its own encoder. This brilliant idea massively reduces compression on the edges between slices when the scene is in motion and lets them brag about latency 16 times lower than what they actually have."
The process of cutting the picture into pieces and parallelising the encoding of the whole image is actually supported in the h264 spec. For many-threaded decoders such as that within the PS3, the use of slices makes for far faster playback of challenging content (for example the WipEout HD 1080p60 videos). However, Garrett-Glaser suggests that OnLive is physically cutting the screen into 16 pieces and sending them to 16 different independent encoders.
"With slices, each slice can reference data anywhere in the previous frame," says Garrett-Glaser. "This means that if something moves from slice A to slice B, there's no problem: slice A can point to it with a motion vector just as if it didn't cross the edge. But OnLive isn't using slices: they're encoding the video as a bunch of separate streams. These streams are completely separate, and so each stream cannot reference data from the other streams. So, if something crosses the edge of a slice, it cannot be referenced properly! This effect is normally rather small, as it only affects the edges of the frame, but with OnLive's method, it affects about eight times the number of macroblocks as it otherwise would, because it affects those on both sides of each slice boundary as opposed to merely the frame edges."
But of course, the compression system and how it works is basically irrelevant if it does the job and looks good. Does it make the grade visually, and what about the lag? As mentioned in our original piece, if you accept a certain amount of "givens" that don't quite match all the company's claims, OnLive goes from the being something quite fantastical into something very real. A good frame of initial reference is David Perry's Gaikai. There's absolutely nothing technically outrageous about Perry's presentation in terms of frame-rate and bandwidth figures. If you scale up resolution and maintain 30FPS, OnLive's 5mbps throughput level for 720p with 5.1 surround sound seems reasonable.
So how is the picture quality? An excited beta tester broke his NDA within moments of downloading the 1MB plug-in for his browser and posted these images of Crysis, which do a fairly decent job of showing how OnLive looks at what we can presume to be nigh-on optimum conditions. They might be fake, but it seems unlikely bearing in mind how the Crysis settings seem to be a match for previous OnLive demos.
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Comments (51) Latest comment 2 years ago
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/has nothing relevant to say
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But, it's about 20 years away from actually becoming feasible. (You'd need current internet speeds to get a helluva lot faster to support this at 1080p60 for the potential audience of hundreds of millions of people all over the world).
I look forward to the day when I have a 1,000,000Mbps internet connection.
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>.> Uh, where? Most folks have issues pushing their 10 mbps lines all the way to 2 mbps. Is this only going to be open to the select few who actually get 100% of the speed their high speed internet provider 'provides'? It seems entirely unreasonable still. Eh, a definite no-go for me until America's internet infrastructure is upgraded in, uh, 5-20 years.
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It's a nice idea, but it's not going to work until we replace the entire phone network infrastructure in the UK with Fiber Optics.
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Yes, it is funny. The EG articles are slowly going from entirely impossible; to unlikely; to possible; to reasonable; while the comment threads are doing the same backtracking just at a slightly delayed pace
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As a viable proposition in the UK this is currently pure fantasy...or a horrible game experience, your pick
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These things are always hyped by the marketing people and then torn down by the tech crowd. Reality is somewhere in between. Its a start of something that will come into fruition in the future, maybe. The people who will use this service from the get go arent probably too bothered about the lag and/or image quality or artefacts in background foliage. Just a quick a mellow gaming experience.
Never overhype, never be too sceptical. Just enjoy and if its crap, then take warm wee on it after the launch party.
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You lot are the twats who insisted the world was flat. I can't believe you can't actually see that. morons.
Sorry pal, it's called the speed of light. As insincere_dave says, you would need to change the laws of physics.
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I don't think OnLive are but it sounds like the sceptics may be.
It's a nice idea, but it's not going to work until we replace the entire phone network infrastructure in the UK with Fiber Optics.
What about replacing half of it? Or a quarter? Or the people in Sweden, Japan and Korea? Or is OnLive a failure until every granny in the Pennines is playing Crysis on their EeePCs?
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Trouble is, a desktop monitor is going to show up compression artefacts much more noticeably. I think the best use of it would be a set-top box/TV in the living room where you have a few feet between you and the screen to compensate.
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"OnLive's original investors include Warner Bros., Autodesk and Maverick Capital. A later round of financing included AT&T Media Holdings, Inc. and Lauder Partners as well as the original investors."
http://en.wikipedia.org/wiki/OnLive
The info is not hard to find. I think what's really puzzling you is why these seasoned investors see the project as worth investing in when you think it can't possibly work. That's a question only you can answer I suspect.
@notmyrealname: Yeah, I really think mobile applications could be THE killer app for this. Bandwidth will be more of a problem there I guess, although the lower resolution needed should help there. Wireless bandwidth is usually easier to upgrade too, seeing as it doesn't involve digging up roads. I actually wouldn't be surprised to see wireless speeds overtake home braodband connections in the reasonably near future. Maybe we won't have to rely on BT after all
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- How well does this play on most Internet connections?
- How successfully will this scale up if it takes off? If 5000 people suddenly subscribe in Manchester, will everyone get a crap version of Crysis, or will they ship in a tonne of servers to cater?
- Referencing the questions above - how long will it take to actually make any money from the casuals who will be the main audience for this?
I'd love for this to work - as the concept is fantastic. It just doesn't seem like much of a successful business idea yet.
/waits...
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Similar issues in the USA too, a few of my friends live in California and have broadband that's even worse than UK; and more expensive too. One guy in Marin gets a couple of megabits max, another further North relies on satellite broadband to get his connection above 1Mbps, a friend in Malibu gets 4-5Mbps but the connection drops a couple of times an hour and in busy times every few minutes. Pals who live outside cities in Australia have 3G mobile as their only option for 'broadband'. None of these would work with OnLive.
Makes me glad of my Virgin Media cable modem.
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"Would be more useful to those on Virgin Cable 50mb/s though
Heh heh. I'm guessing you're not a current Virgin Cable 50mb/s subscriber, or you wouldn't have such high opinion of their capabilities. ;D
@ chiz: Did you watch the video? I think that was covered, unless you have some other info you are keeping to yourself.
From watching the video it would appear to work, under favourable network conditions, so I can see why people would invest in it. If it works in the real world, it will make a LOT of money.
But that's a big if, especially when the 'real world' you are specifically interested in is Great Britain, where you'll find a Virgin 50mb/s fibre optic connection will deliver a solid 45mb/s download speed, just provided you aren't so selfish as to want to use it during evenings or weekends, when it won't even stream a YouTube clip due to an unspecified "network issue" that they are "working on".
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The sole reason this will not work is latency. 80ms might be just about bearable, certainly to average PC gamers if not console gamers too. Many PC gamers will find it too much. But 80ms is a lie anyway. It will be, at the very least, twice that.
Remember this isn't network ping time, this is input/output latency. The figures just don't correlate with current technology.
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http://en.wikipedia.org/wiki/OnLive
these seasoned investors
What makes you think these are seasoned investors in private equity? e.g. Autodesk makers of CAD software, Lauder Partners is a one man band business angel which "primarily invests the capital of Gary Lauder and family members", Maverick Capital is a Hedge Fund rather than a VC which means they deal in liquid publicly quoted equity rather than illiquid private equity.
Interestingly I cannot find reference to "AT&T Media Holdings, Inc." except on OnLive press releases, even went to att.com and searched there to no avail; can't find it in their annual reports either. Hrm... I would've thought AT&T Ventures, Inc. would be the subsidiary that might invest in likes of OnLive.
It's not like they've got Draper Fisher Jurvetson or suchlike onboard is it?
Also, Wackypedia says "OnLive was incubated within Rearden LLC, a company founded by Steve Perlman. Since it was spun out as an independent company, it has also taken over control of MOVA, another Rearden start-up founded by Steve Perlman, as a wholly-owned subsidiary. MOVA is a facial creation and motion capture company whose technology has been used in films such as The Curious Case of Benjamin Button."
When I was a VC this was the kind of behaviour that would be raising red-flags for me. Steve Perlman obviously made a tonne of cash when he sold WebTV to Microsoft back in 1997, and he uses http://www.rearden.com/ as his vehicle for new ideas which is all fine. But what he appears to have done here is taken investors money in OnLive and then purchased another of his businesses with the capital, despite the fact this other business is in unrelated sector. If I was an investor I would be livid.
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Awesome, now show us the mathematics. Some of us like mathematics!
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And, as I see it, it may work reasonably well if you have a crappy PC, a good Internet connection and a low resolution display (1024 or 1280). Even the idea of being able to RUN the likes of Crysis or GTA IV on a single core processor shows why this is a reasonable idea.
PS: The Onlive dude looks like a madman though
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I'm a hardcore gamer (as I'd guess we all are since we're actually reading the gaming press) and I don't want this because I already have a beast of a PC and a current gen console so I'd be basically paying a subscription to get worse graphics and increased input lag. Now okay maybe I get the games as well but if I wanted to subscribe to games then I'd use metaboli. Now I know the hardcore are the tiny minority and so not really important but as minor as we are we do tend to be the best early adopters (or suckers to look at it another way) and for a service that's going to require a fair few subscribes to get rolling and become profitable I can't see it getting that far without us.
The bigger problem is I can't see what an everyday gamer would want with it either, they've also got consoles or something so they're in the exact same boat as me but gaming is a less important part of their lives so they're even more likely to hesitate at the cost of a subscription.
The casual gamers on the other hand, the type Nintendo have been trying hard to convert might not own a gaming platform or might want to try something other than their Wii or laptop but surely they really aren't going to want to commit to an monthly subscription for something that really isn't important to them. They're also pretty much by definition not early adopters. I know plenty of casual gamers have bought Wiis and that would I dare say get you a good few months of OnLive for a similar price but thing is you can a casual gamer a Wii because it's a physical object that can be given as a gift. Imagine all those casual gamers were asked to cough up monthly to keep their Wii's running, how many do you think would? Imagine how many would give OnLive as a gift knowing that it committed them to a subscription. Imagine how many would feel totally ripped off and start demanding their money back when they found out they couldn't get access to a server on Christmas Day because of the usage spike. Imagine the fear and uncertainty when they found out it might not work it their internet connection isn't up to scratch or the shear white hot rage if they're made to find that out the hard way. Na, I don't think this will take off with the casual crowd.
Basically I just can't see it working at all unless it's very cheap or offers a good free trial and I can't see how it can do either. Price wise they've got to buy a huge number computers, run them out of datacentres with consuming huge amounts of bandwidth and electricity and that sort of thing ain't getting any cheaper as anyone who regularly pays for webhosting will have noticed. Compare that to a console where the customer only notices paying for an initial subsidised hardware cost. Now the big expense is capacity so the last thing you want it to offer people a free trial before the service is well up and running. Not to mention the fact it isn't entirely software based so it'll cost them a good few quid just to let people try it out.
I can't see anything but failure for this one. It's a sexy idea that is I'm sure doing well pulling in investors but ultimately many of those investors are going to get burned. My prediction, failure for OnLive and slow burning success for Gaikai and ultimately, if streamed subscription gaming is the future (and I'm far from convinced) I reckon it's a lot more likely to be Gaikai diversify into that market that will bring it to the masses rather than OnLive.
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P.S. Expert investors? Like the ones who bought into CDOs you mean? Well it must be perfectly sound then...
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@ Persus-9: Did you watch the video? He specifically covered how they WON'T be buying a huge number of computers.
I find your logic equally unsound. As he says, there are already the Alienware owning hardcore PC gamers out there, but the entry level is waaaaay too high for the vast majority.
You talk about casual gamers not wanting this as they are not early adopters, but the whole point of the technology is that you don't have to adopt anything. The requirement to connect is a little dongle that costs practically nothing. I reckon there are a lot of people out there with PCs that they'd like to play games on, but can't. Now they can in a way that's a hell of a lot cheaper than a new PC.
And I reckon there are a lot of parents out there who would welcome a system where they pay a flat monthly fee for their kid's gaming rather than £300 when the console comes out, and then get hit up for £40 everytime there's a new game.
And metaboli requires me to download the game before I play it. They're talking about true games on demand.
I think they'll find a big market for it, especially as we move toward the next console turnover, assuming they can find enough people with a stable internet connection. Which in the UK, I doubt.
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Physically?! Makes a change from "literally" I suppose.
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OnLive emulates PC games, such as Crisis. They are proposing to offer it as a 'console' type thing that sits under the television.
How to I play Crysis with my keyboard and mouse?
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I feel quite positive about OnLive. I totally accept that this company and their product may not come to fruition, but the idea, the business model, a technology similar will become reality one day. I don't understand why so many seem concerned or cynical.
I agree that the graphics look pretty basic, but they'll improve with time. Does that really need to be told to anyone who's a gaming enthusiast? From what we know about the service, it's going to be very easy to demo the system to see for ourselves whether this is the gaming platform for us.
In some guise or another, perhaps many, this service could sit alongside the current gaming platforms and mediums and, who knows, if it's really good may replace one. I am more than happy to sit back and see where we end up.
The big question for me, that few seem to be asking, is how much will this cost? The technology will either prove to be unworkable or completely possible so assuming it works, how much will this cost the consumer? Will pricing be based on a monthly or yearly fee? Will games be individually priced or free once an account, paid yearly or monthly, is set up? There are so many unanswered questions. All we can do is wait to see where this takes us.
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I 'only' have the 20Mbps package too as it works perfectly for me, consistently hits 20Mbps in online download tests (even at peak times) and it allows me to stream multiple videos (including BBC or Xbox HD ones) and run downloads at the same time, whilst the Mrs and kids are using the net too. But if I have super large downloads to do I tend to keep them to non-peak times, e.g. Steam games or BBC iPlayer HD downloads etc.
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Coupled with QoS at peak times, on shared lines, or just having your gaming held ransom to inevitable outages and so on isn't really going to wash for a long time yet.
The 80ms lag time for input is pure fantasy as well. I mean that's just a lie.
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Luckily I'm reminded of something the biggest prick in the world said just a few days ago in a UK Sunday newspaper. Bono claimed that "due to the immutable laws of the internet people will soon be able to download an entire season of 24 in 24 seconds." I've done the math and assuming that each episode is standard definition and divx encoded then Bono seems to be under the impression that within the next couple of years connections in the UK will reach somewhere around 4 GIGABITs per second. Can't wait for that service to come out, I wonder what they'll charge for it...
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its a little offtopic but a good musician that plays anything rythmical aims to be in a pocket close to 3ms. an average player like myself wouldn't have a big problem with lets say an 8 ms delay between my input and the sound but it gets very noticeable beyond that to pretty much everybody. no ear magic included.
and it doesnt really have a lot to do with reaction time. its just coping with the lag of your input vs. what you can see/hear.
now i dont know how relevant this is to gaming since its more a visual thing and also depends on the game i guess. e-sports quake or racing sims would certainly suffer more than an rpg. i just found that presenters statement, about how unnoticeable 80ms are, a little funny.
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I do see the big crunch coming from business model and the cost to run the service which now has to take on all the costs that have previously been distributed to the user.
I'm afraid I am very sceptical of the hardcore PC market adopting this service - those users are the elitists (and fair play to them) and demand the very highest fidelity in all areas of the experience. I think the hardcore market is off the menu. (and the early adoption they bring - good point well made, sir)
However, shift over to the Wii-type market and plug in, not to a gorgeous PC monitor, but 2012's internet TV's and suddenly you have a better proposition. The fidelity is definitely less of an issue and an "always there" series of channels are perfect for the group of lifestyle-photography friends you all have.
The problem, again, is one of payment. Casual gamers are cheap gamers, they have bought a Wii, but game sales are very low if you extract the big 5 per year. They won't be wanting to subscribe, so it'll have to be bundled with your media service (Sky, Virgin etc.) And that'll skim some of the profits. or - you have to have freemium model, ad supported - which will then compromise the content available because it'll have to be total mass market.
There's bear-traps everywhere - and I still insist that the running costs and hardware/power/insurance costs for the data centres will be astronomical.
Let's assume that the tech can work - and there is still a lot of problems that I'm not hearing solutions to.
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Anyway - cool idea but like others have said...a bit too early for it's time.
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"OnLive Message...
Crysis 3 is oversubscribed in your region. At the moment you are unable to play and have been placed in the queue.
You are queue position 4,543,232 out of 4,543,235...
Would you prefer a game of Peggle ?"
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Every time you upgrade a server to render a game quicker, or encode it to video faster, the same rate of technological advancement is occurring in home console power, instantly making your cloud-based solution look out of date.