Jump to navigation

Table of contents

Page Previous 1 2 Next

Sponsored by Alienware tracer
Advertisement

GDC: Why OnLive Can't Possibly Work Article

PC Article by Richard Leadbetter

26 March, 2009

Page 2 of 2. <- Page 1

How Did They Do That?

So, bearing in mind that OnLive is demonstrating at GDC, how is it achieving the results? It's difficult to say, but this is how I would do it. Firstly, I'd have a bank of whopper PCs behind the scenes running the games at 720p60. Each of them would be connected to a hardware h264 encoder which would in turn be connected via gigabit LAN to the clients. If the server-side PCs aren't on site, I'd have them at a very close-by datacenter. At the GDC demo, OnLive bosses Mike McGarvey and Steve Perlmen said that the company's servers were hosted 50 miles away. If this was a true test conducted over the internet, I'm betting that there was a whopping internet connection being used with oodles of bandwidth, even if only 5MBps of it was utilised.

Perhaps this suggests an element of smoke and mirrors, but if I were OnLive and about to give a demonstration of this importance, I'd definitely be looking to control as many of the conditions as possible. The main principles are being showcased, but in a best-case scenario. The thing is, actual performance has to live up to this demo and that's where things get tricky.

Factor in thousands more users, orders of magnitude more traffic at the datacenters, and all the vagaries and unreliability of the average internet connection and actual real-life performance must surely be in question. Much as we all want this to be brilliant, the fact of the matter is that even a Skype call over the internet is prone to failing badly at any given point, so the chances are that the far more ambitious OnLive is going to have its fair share of very tangible issues. Picture quality will be immensely variable and lag will remain an issue - but for the less discerning gamer, maybe - just maybe - it will work well enough.

How Could They Make It Work?

So, could this system actually live up to the claims being made for it? What sort of conditions are required to ensure optimal performance? Firstly, I don't think that the video encoding issues will be overcome and I don't buy into this 'interactive video algorithm' geek-speak. On high-action scenes, you're going to be seeing a lot of macroblocking; it's basically inevitable. I can't imagine Burnout ever being streamed in HD to acceptable standards at 60fps without at least two to three times the amount of bandwidth OnLive uses.

I can see 30fps video being the standard here rather than the mooted 60fps. It'll make the video quality look massively superior, and reduce the load on the client decoding it, plus it will help manage latency if the amount of frames being processed is halved. Plus of course there's the fact that 90-95 per cent of console games run at 30fps anyway. It's effectively the standard and it will lower the CPU/GPU requirements of the PCs server-side. But even then, don't think that this will result in lossless HDMI-quality video - far from it. Any game with fast-moving, colourful video is going to look very rough.

That said, the 1.5MBps standard-def option is intriguing and has a much better chance of working out. Here's the same h264 encoding profile I used earlier, reworked for standard definition. I can even run this in real time in the Eurogamer Flash player, no slowdowns or zoom-ins required.

Let's give OnLive the benefit of the doubt for a moment and say that its encoder is better than the very best in compression available today. If its tech is the generational leap that Perlman and company say it is, maybe it could match that quality at 60fps. But still, blown up to full-screen, it's not going to be especially impressive.

Latency. I can only see one way to make this work and guarantee the necessary quality of service, and that's to adopt an IPTV-style model. The OnLive datacenters will be licensed to ISPs, who will have them at their base of operations. Latency will be massively reduced, the connection will be far more stable, plus the datacenters with the PCs and hardware encoders can be distributed worldwide in a more effective manner. ISPs will be cut into the deal the way that retailers are now with conventional game-purchasing.

But even in this scenario, practically, I still can't see it happening. Microsoft's IPTV venture still hasn't materialised anywhere outside of the USA, so what chance does OnLive have of brokering a deal? And with ISPs complaining about the load brought about by innovations like the BBC iPlayer, why would they want to be involved with a hugely congestive venture like OnLive?

And what about computer costs? OnLive is promising state-of-the-art PCs running your game experience. The costs in creating the datacenters are going to be humungous, even factoring in the assistance of a volume manufacturer like Dell or HP. And what happens when GTA or Half-Life comes out and everyone wants to play it simultaneously? Will we have to take turns on connecting to the available servers? Computer costs, bandwidth costs, development costs, publisher royalties... it's all starting to sound hugely, and prohibitively, expensive. Not surprisingly, OnLive is keeping mum about its cost structure to the end-user.

The Alternative

'GDC: Why OnLive Can't Possibly Work' Screenshot 2

Let's say that I'm wrong. It's not completely unknown. I'm just a man (flesh and blood!) taking a pop at visionaries who reckon they have produced something truly epoch-making. But in order to make OnLive perform exactly as claimed right now, the company has to have achieved the following:

  • 1. OnLive has mastered video compression that outstrips the best that current technologies can achieve by a vast margin. In short, it has outsmarted the smartest compressionists in the world, and not only that, it's doing it in real-time.
  • 2. OnLive's unparalleled grasp of psychophysics means that it has all but eliminated the concept of IP lag during its seven years of "stealth development", succeeding where the best minds in the business have only met with limited success.
  • 3. OnLive has developed a range of affordable PC-compatible super-computers and hardware video encoders that are generations beyond anything on the market at the moment.

At some point, Occam's Razor, along with an ounce of basic common sense, has to step in and bring an end to this fantasy, no matter how much we want it to be true. OnLive boss Steve Perlmen remains adamant: "Perceptually, it appears the game is playing locally... what we have is something that is absolutely incredible. You should be sceptical. My first thinking was this shouldn't work, but it does."

So let's put it this way - I can't wait to be proved wrong.

Advertisement

Want to comment on this article? Log in, or register!

Comments: 1-50 of 320 in total | next 50 »

1-50 | 51-100 | 101-150 | 151-200 | 201-250 | 251-300
Poster
Comment Low-scoring comments hidden. Log in to see them!
MrMud
26/03/09 @ 10:56
#1
0
You buried this comment
Comment below viewing threshold
Show
Finally someone actually taking a skeptical outlook on this thing.
20charactersmax
26/03/09 @ 10:57
#2
0
You buried this comment
Comment below viewing threshold
Show
Thank you for finally setting all the yay-sayers here straight!
designerheadache
26/03/09 @ 11:02
#3
0
You buried this comment
Comment below viewing threshold
Show
cloud computing is the future, everything is headed that way eventually. Whether this is pie in the sky or not, its sowing the seeds for the big players of Sony and MS to start building on in years to come, there are simply way to many advantages for them in terms of stopping piracy, second hand games, hardware races etc.

Give it 20 years, and we wont own anything anymore, it will all be subscription based living, heck even marriage will probably end up subscription based!

If this is the bleak monopolistic future for us all....then i don't want to subscribe!!

//still being stubbon about everything.
Eraysor
26/03/09 @ 11:07
#4
0
You buried this comment
Comment below viewing threshold
Show
This article makes me sad :(

I really want this to succeed, the idea of never having to upgrade my PC again is brilliant.
mcmonkeyplc
26/03/09 @ 11:07
#5
0
You buried this comment
Comment below viewing threshold
Show
This is the fusion reactor of gaming, if this works the world of games will be at peace forever.

It aint going to happen any time soon.
DaDon123456
26/03/09 @ 11:08
#6
0
You buried this comment
Comment below viewing threshold
Show
Nice article.
trav
26/03/09 @ 11:09
#7
0
You buried this comment
Comment below viewing threshold
Show
It all sounded like a scam from day one. Vapour-ware that will go the same way as the Phantom did.
Thunderbolt!
26/03/09 @ 11:11
#8
0
You buried this comment
Comment below viewing threshold
Show
But will someone of think about the console fanboys wars!

How will we keep this much loved mud-slinging practice alive?

Darren
26/03/09 @ 11:12
#9
0
You buried this comment
Comment below viewing threshold
Show
This is a fascinating article and asks many of the same things I was asking yesterday in the other article's comment section. It sounds like this serive will be either very expensive to use or plagued with issues such that people will be getting an inferior experience. Are we to believe that OnLive are going to have an expensive PC set up and dedicated to each user and that they're not going to charge them for it?

Seems to me that if you're that bothered about paying £200 for a piece of hardware to play your games on every five years and the cost of those games themselves, you'd be better off buying the hardware second-hard and renting the games as it'll probably be cheaper in the long-run and deliver a much better experience. Just don't buy a second-hand Xbox 360 though... ;)
asphaltcowboy
26/03/09 @ 11:14
#10
0
You buried this comment
Comment below viewing threshold
Show
Nice article Richard! Someone talking sense! Even outside of the normal internet connection latency that people have been talking about - what about the input lag? It'll be rubbish!
moggsy
26/03/09 @ 11:14
#11
0
You buried this comment
Comment below viewing threshold
Show
Doing a deal with the ISP's would be the way forward. Virgin are already talking about 150Mb broadband in the not too distant future.
polaris70
26/03/09 @ 11:15
#12
0
You buried this comment
Comment below viewing threshold
Show
You haven't even gone into multiplayer games. With latency in single player games, how the hell would multiplayer games work?
robg
26/03/09 @ 11:16
#13
0
You buried this comment
Comment below viewing threshold
Show
@designerheadache

Until the cycle turns one half-turn and we go back to thick clients.
JahB
26/03/09 @ 11:17
#14
0
You buried this comment
Comment below viewing threshold
Show
This is the guy who wrote a essay on how choppy the framerate was in the PS3 version of RE5. He also said the 360 version played better. After completing both versions I noticed no difference in frame rate and they both played the same.

then you must be blind or playing on some 12" SD TV.
sh0cked
26/03/09 @ 11:19
#15
0
You buried this comment
Comment below viewing threshold
Show
@Moggsy

Yeah 150mb/s probably with a 20gig usage limit and a phorm subscription built in.
Wastelander
26/03/09 @ 11:19
#16
0
You buried this comment
Comment below viewing threshold
Show
Most people were saying this in the other thread.
I've got a way for it to work that involves strapping virgins to a centrifuge and feeding priests to Satan, but I just can't get anyone to fund it.
JahB
26/03/09 @ 11:20
#17
0
You buried this comment
Comment below viewing threshold
Show
I've got a way for it to work that involves strapping virgins to a centrifuge and feeding priests to Satan, but I just can't get anyone to fund it.

PM me. this i'll throw my life savings at
Masarin
26/03/09 @ 11:22
#18
0
You buried this comment
Comment below viewing threshold
Show
"You'll doubtless save money and the publishers will make more of it."

Nah, it won't let me to save money. They will keep the same prices for the games for ages while I buy used copies of games
a few month's old. Microsofts Live is a perfect example of how the prices stay the same for years.
Darren
26/03/09 @ 11:23
#19
0
You buried this comment
Comment below viewing threshold
Show
@Coin Op - I've got both versions too and have played both *almost* to completion.

While the PS3 version's framerate is mostly fine and, thankfully, free from the screen tearing of the 360 version, it does feel noticeably chuggier to me when turning particularly and does suffer from more slowdown at various points in the game (usually where the game tears on the 360 by the way). Try spinning on the spot and you'll see the PS3 version judders slightly whereas it doesn't on the 360. After a while this does stop being an issue admittedly but the difference is there because v-sync is used on the PS3 version.

Richard Leadbetter showed a video from RE5 which CLEARLY shows the PS3 version's framerate was lower, that cannot be disputed, you clearly cannot sense those differences. I'm betting you never noticed the tearing in the 360 version either. ;)
albertofustinoni
26/03/09 @ 11:24
#20
0
You buried this comment
Comment below viewing threshold
Show
Regarding the article: finally, blessed sanity.
Also, am I the only one concerned by how much worse it could potentially look compared with traditional setups? Years of technological evolution on both the software and hardware side of the industry wasted like this is simply appalling.
Garulon
26/03/09 @ 11:25
#21
0
You buried this comment
Comment below viewing threshold
Show
"This is the fusion reactor of gaming, if this works the world of games will be at peace forever."

More like the free energy scam of gaming. I can feel the injunction heading it's way from Phantom's, erm, OnLive's legal offices now...
Malek86
26/03/09 @ 11:25
#22
0
You buried this comment
Comment below viewing threshold
Show
This thing is getting enough attention that investors will be showering them with money.

That's probably what they aim to do, anyway.
Arwin
26/03/09 @ 11:28
#23
0
You buried this comment
Comment below viewing threshold
Show
From what I understand the games run at 60fps on the server side, but client side you're definitely not going to get that rate for now. Initial reports suggest that you get 30fps at most. Running the game at 60fps server side helps make the response time to the user input snappy though, obviously.

The real question for latency is whether or not you can keep it within that one frame. At 30 frames per second, that is 1/30th of a second latency you need. This amounts to 33ms. This isn't that different from getting online fighting games to work. What

I think it will work - not equally well for all games initially and most certainly not for a big number of users all over the world, but it is something that can start small and grow from there, especially as it seems investment on the side of the publishers / developers seems fairly small. And that always helps acceptance.

Most people I hear about this are nay-sayers. I think most sane people will start with the assumption that it can't work, and then try to find why onlive is different. ;) So far though, I'm getting the idea that it actually can work.
joe90
26/03/09 @ 11:28
#24
0
You buried this comment
Comment below viewing threshold
Show
and this will work when cold fusion does.

I work with cloud stuff, and this is way out the league of what its initial expectations are.
Darren
26/03/09 @ 11:30
#25
0
You buried this comment
Comment below viewing threshold
Show
@moggsy - "Doing a deal with the ISP's would be the way forward. Virgin are already talking about 150Mb broadband in the not too distant future."

Even if latency wasn't an issue and OnLive could deliver a smooth, perfect gaming experience at 720p @ 60 fps *all the time, without fail*, there's still the question of how much it would cost because each user would require their own expensive piece of PC or console hardware to run it on. That hardware would need constant maintenance and supervision to ensure it's working optimally and that would add further to the costs, costs which would have to be passed back down to the user on top of the cost of buying or renting the game itself. It doesn't sound like it will be cheap to me.
Nithron
26/03/09 @ 11:32
#26
0
You buried this comment
Comment below viewing threshold
Show
Aside from technical feasability... 720p is hardly high performance for a PC game. In fact, that's pretty low resolution.
Britesparc
26/03/09 @ 11:37
#27
0
You buried this comment
Comment below viewing threshold
Show
That's an excellent article, probing the questions that have been going through my head since I first read about OnLive and thought "surely that's impossible".

And I hope it is impossible - I like to own games, in their boxes, on my shelf, thank you very much.
sneetch
26/03/09 @ 11:37
#28
0
You buried this comment
Comment below viewing threshold
Show
@robg
Until the cycle turns one half-turn and we go back to thick clients.

Yep, it does tend to see-saw all the time. I remember the hubbub when Sun announced that we'd all be using thin clients a long time ago and yet, here I sit waiting for my ant build to finish on my dell desktop. This is nothing new, they've just given an old concept a new name and trotted it out. Again.

But it's still infeasible.

I'm, personally, happier with my thick clients: if my net connection fails I can (for example) play Kings Bounty, if Live goes down I can continue to play offline.

With this? Naw. we'll have a "Service unavailable, please try again later" sign. We'll be completely dependant on their ability to keep this up and running at usable speeds. I don't have that kind of faith.
kangarootoo
26/03/09 @ 11:38
#29
0
You buried this comment
Comment below viewing threshold
Show
Exactly. Good article.


@Eraysor

"I really want this to succeed, the idea of never having to upgrade my PC again is brilliant."

And that, is why they will probably get their investment.
Darren
26/03/09 @ 11:40
#30
0
You buried this comment
Comment below viewing threshold
Show
@Nithron - 720p is lower than the 1280x1024 resolutions PC games were using over a decade ago so I agree with you, it's not something that would interest me personally even it was working perfectly. I play PC games at 1680x1050 currently and hope to be moving to 1920x1080 shortly since my current machine is capable of it.

With the push for 1080p HDTVs, games played using this technology would end up looking awful blown up to 1920x1080 on large screen HDTVs anyway, especially the SD stuff, unless the compression algorithms are so superior that the image quality is indistinguishable from real-time 720p. I don't think that very likely in today's broadband infrastructure, certainly not in the UK.

Maybe in 10 years time when everyone has unlimited 250 Mbps connections and each piece of hardware is so advanced that it can handle parallel processing for a hundred users at a time with ease and compress 1080p video in less than 1ms and deliver it to people's home with no input lag then this technology could work for *all* games. As it is I think it'll have a lot of problems to overcome first and it'll be very expensive to use, which kind of counters the reasons for using it in the first place.
Malek86
26/03/09 @ 11:40
#31
0
You buried this comment
Comment below viewing threshold
Show
"Most people I hear about this are nay-sayers. I think most sane people will start with the assumption that it can't work, and then try to find why onlive is different. ;) So far though, I'm getting the idea that it actually can work."

Of course it can actually work. The technology is there. But, for it to work at the quality they are talking about and without huge connection-related problems? That's going to be very difficult.

Still, when the serice launches, we can expect some sort of free trial, right? In that case, I want to be there when everyone will be playing it at the same time. Want to see what happens.
Snooz
26/03/09 @ 11:41
#32
0
You buried this comment
Comment below viewing threshold
Show
this and the cold fusion "news" at the same day, why do we care about the financial crisis? Oh did you guys also read about the titaniumoxied (something) nanotubes that convert co2 to methane by sunlight? I'm going to quit working around late 2010 and move in at the Venus project. You just gotta keep being optimistic!
butler`
26/03/09 @ 11:43
#33
0
You buried this comment
Comment below viewing threshold
Show
I doubt this will work any time soon, and it's less to do with the rich media side of things and more to do with the networking.

Even if it does, we wouldn't see it in the UK till at least 2050 at the rate BT are working. 21CN anyone?
Fab4
26/03/09 @ 11:45
#34
0
You buried this comment
Comment below viewing threshold
Show
"Occam's razor"...ffs, Jodie Foster has a lot to answer for.
speedjack
26/03/09 @ 11:46
#35
0
You buried this comment
Comment below viewing threshold
Show
I'm guessing they launch with Duke Nukem Forever as their first game... (if you know what I mean).
_LarZen_
26/03/09 @ 11:47
#36
0
You buried this comment
Comment below viewing threshold
Show
Strange how many who becomes experts on the technologi behind OnLive....I think people should just wait and see how it turns out..they have used 7 years to make this work.

What have you done lately?
Eighthours
26/03/09 @ 11:47
#37
0
You buried this comment
Comment below viewing threshold
Show
The speed of light kills this, latency-wise. That's the indisputable fact here.
butler`
26/03/09 @ 11:49
#38
0
You buried this comment
Comment below viewing threshold
Show
And more than anything I just can't see the value in it. If you think how well PC gaming (particularly online) works via current methods, neglidgable lag ~15/10ms and 100+ fps with everything client side on very moderately priced machines/connections.

Of course you could argue that they aren't targetting the core market etc, but then who are they really going to impress and intice here? I really can't see it.
rotmm
26/03/09 @ 11:51
#39
0
You buried this comment
Comment below viewing threshold
Show
@Coin-Op,

I agree with you. With Leadbetter pointing out that the framerate is more inconsistent, and with more dips, in the PS3 version of RE5, it means that nothing else he writes can ever be trusted again.
Edited 1 times, most recently on 26/03/09 @ 11:51
udat
26/03/09 @ 11:52
#40
0
You buried this comment
Comment below viewing threshold
Show
The real-time video encoding side is not that unrealistic. I've worked with live HD h.264 encoders and the latency (time to encode) was in the ~3ms range (Tandberg and Harmonic encoders) and at the last trade show I visited there were a lot of ~1ms encoders on show.

The input latency is the thing that kills this idea stone dead. Then the scalability issue comes along and pisses on its corpse.

This isn't a new idea either. I have also worked with a similar technology (G-Cluster) numerous times over the last decade. Even in a LAN environment (such as a hotel) the G-Cluster tech is not particularly suited to "twitch" games. I will admit that their most recent solutions are at least playable though, but that is in perfect conditions.
The_Programmer
26/03/09 @ 11:55
#41
0
You buried this comment
Comment below viewing threshold
Show
I can't see this working on Virgin. Most of us probably have the 10MB connection & in the evening if you dowload more than about 800MB they'll cut your bandwidth for you. So unless you want to play late at night or very early in the morning then there's no point.
polaris70
26/03/09 @ 11:56
#42
0
You buried this comment
Comment below viewing threshold
Show
@Eighthours;

1/ Maybe the guys behind this have found a parrallel dimension to send the information through, therefore, bypassing the speed of light and sending information in an instant.
2/ Or, multiplayer games will end up being 'spot the character model' as your character teleports around the map along with every other players character model in Modern Warfare 2.
So, which one of the above is more realistic ;)
Baranga
26/03/09 @ 11:57
#43
0
You buried this comment
Comment below viewing threshold
Show
Isn't it amazing how random nay-sayers somehow know better than those that worked 7 years to create OnLive?
Someone should hire these guys.
wittynic
26/03/09 @ 11:58
#44
0
You buried this comment
Comment below viewing threshold
Show
Even if this did work, wouldnt it just become another gaming format? I cant see Sony or MS letting their exclusives be played over OnLive. And seeing as MS has a hand in most Console->PC conversions, how would it all add up?
trousers
26/03/09 @ 12:01
#45
0
You buried this comment
Comment below viewing threshold
Show
"Isn't it amazing how random nay-sayers somehow know better than those that worked 7 years to create OnLive?
Someone should hire these guys."

Say would you like to buy this amazing Phantom console? Some clever people worked on it for years so it must be great. Right?
Wastelander
26/03/09 @ 12:06
#46
0
You buried this comment
Comment below viewing threshold
Show
Hi Baranga, I'm selling these fine leather jackets...
Byzanite
26/03/09 @ 12:06
#47
0
You buried this comment
Comment below viewing threshold
Show
Maybe these people are aliens bringing us alien technology and they are able to brainwash Telecoms companies, to fund Fibre to every household; brainwash game developers and publishers, for buying into such a scheme which could potentially ruin them through lack of game sales; develop technologies that are far in advance of anything else that is being developed; and get us to pay 000s for it...

No deal lol
Baranga
26/03/09 @ 12:08
#48
0
You buried this comment
Comment below viewing threshold
Show
Phantom's devs were a bunch of idiots that only lost money and pushed back all the release dates.
OnLive has a scheduled beta already, that's a lot more than Phantom accomplished.
Eighthours
26/03/09 @ 12:08
#49
0
You buried this comment
Comment below viewing threshold
Show
Isn't it amazing how random nay-sayers somehow know better than those that worked 7 years to create OnLive?
Someone should hire these guys.


Well, some of those "random naysayers" on this and other forums happen to be developers. And you don't have to be a developer to know that the speed of light kills this latency-wise, as it's really really obvious, frankly.
VicViper
26/03/09 @ 12:08
#50
0
You buried this comment
Comment below viewing threshold
Show
@polaris70

Well thats easy, all we need to do is use either send the information through black/wormholes or use quantum resonance to vibrate paired atoms across space there by transmitting the data instantaneouly. Of course we just need to get quantum level computing going but thats just a detail we can work out later.

On a serious note I was calling Bull on this when I heard it, current online gaming has trouble enough handling gaming when both users already have the game and system in thier homes as it is, and can you imagine trying to play a fighing game across this? they only got it working acceptably recently.

Comments: 1-50 of 320 in total | next 50 »

1-50 | 51-100 | 101-150 | 151-200 | 201-250 | 251-300

Want to comment on this article? Log in, or register!

X View gallery