GDC: OnLive to stream games to TVs, PCs
Publishers back hardware-bypass vision.
EA, Ubisoft, Take-Two, Atari, Eidos, Codemasters, THQ and Warner Bros. have all pledged support for ambitious game-streaming service OnLive.
Revealed at GDC and due out later this year, OnLive promises to allow users to play high-end games on TVs and entry-level Macs and PCs without using their hardware to power the experience.
That computing will be handled by a machine users connect to and control remotely. The only limit on resolution quality will be internet connection speed.
OnLive boss Steve Perlman also promised GTTV (spotted by VG247) that blockbuster games will be added to the service at the same time they ship to retail.
StreamMyGame announced a similar service at the end of 2007, and supports game-streaming for Call of Duty 4, World of Warcraft, EVE Online and more.
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Comments (95) Latest comment 2 years ago
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Any lag and the game would suffer something worse than framerate drops, something like the game would freeze up momentarily while it caught up with itself. How can you hope to get a solid 60 fps for something like Call of Duty 4 for example?
Sounds like a terrible idea to me, especially in this country where internet bandwidth is shared with other users nearby so you can't even guarantee someone will get a constant 8 Mbps for example.
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They pimp this kind of stuff every now and again but it never sees the light of day.
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If it was rolled out today, I doubt many people would get much benefit from it at the highest resolutions (needs 5Mb) but with BT's rollout of faster BB, it could be feasible in a few years. However, some lucky folks certainly could use it, and if it worked for them the publishers would continue to support it while the infrastructure caught up.
Speaking of publishers, if it didn't work, I doubt so many big ones would have registered their interest in it.
IGN says they were sceptical, but tried it in an admittedly controlled environment, and it worked. The open beta in the summer will be the test of true functionality, IMO.
The probable nail in the coffin, though, could be download limits. It would be easy to eat up a month's limit in a few hours.
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btw, How is connection-speed coming along in UK/US/rest of the world?
In Sweden and Japan, the norm is getting close to 100mbs. Its what someone would get if they sign up for internet today.
someone mentioned download limits. lol, havnt heard about that since 2001-ish
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Publishers showing interest doesn't mean squat. Remember the Phantom Game Service?
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Lag is indeed the big problem here, and I suppose they will have to deply quite a lot of servers in lokal markets. I don't think I'll be able to play on a server in the states, for instance. Local WiFi is probably out for this kind of setup, reintroducing the cabled home.
But seriously, think about it: this eliminates piracy, reselling and (potentially) even the need to develop for several platforms. Server hardware could be upgraded seamlessly, unnoticed by users, and it would give telecom companies more products to sell: both hosting services, maybe the price integrated into broadband subscriptions, and even create increased demand for advanced broadband products such as SHDSL and "ADSL 2.0". Oh, and this delivery system would obviously work great for fims and music too.
The question is: will it work lag-free - and how about sound quality? 7.1 channel surround sound eats up a fair bit of bandwidth - possibly more than the sceen image feed.
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By definition you cannot get around lag. The speed of information is not infinite. Like somebody said... the input lag will be a big problem. Even a 10 millisecond delay on key input is noticed by the human brain.
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And I see you've done us the honour of listing them all here...
Oh and that was more than 20 characters by the way.
This is perfectly feasible. If people can stream movies/HD movies from the net, then this could work too. I'm more interested in the pricing and the fact that you wont actually own a copy of the game itself. Sounds more like renting or pay-per-play...
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Totally different technology.
If they can get the servers close enough to your home they might be able to do this. Gonna cost them though.
>the norm is getting close to 100mbs
On paper.
In reality it is the sustained speed that is important for this kind of service (all realtime, you can't buffer anything). Very few broadband providers can guarantee sustained speeds like that (at the moment).
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We waits and sees
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Hell, even remote desktopping over a gigabyte LAN connection gives unreasonable amounts of input lag for a lot of apps.
Can you imagine trying it on your average broadband connection with the contention ratios we get?
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If it works well, I would expect that this tech will eventually be integrated in TV sets. Then the guys behind this will be rolling in money. Good for them - and good for gamers, too, and publishers, telecoms and developers. That's the real next gen of gaming, but extremely bad news for MS, Sony and Nintendo. Bad news for Intel, nVidia and AMD/ATI too, come to think of it. That's some high-powered resitance right there.
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Absolutely, and not just for games, but for all kinds of powerful software. Eventually the only computer you'll need will be a low-power terminal, while all the grunt work will be done on massively powerful servers somewhere.
It will be fricking awesome when it arrives. I'd love to try OnLive out - I suspect it hasn't got it perfect yet, but we get closer every time with each step.
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]http://ko taku.com/5181300/onlive-makes-p...[/link]
I agree that we need to see it put in practice to know just how well it works, but I do believe this will be super big.
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I guess it isn't a terrible idea as such for the reasons others have stated but I don't believe the tech will be there for years yet, especially in this country, just as I don't believe digital distribution of games will become mainstream for years to come either. Limited bandwidth is a big problem, especially in areas like mine where it is shared with other nearby users. I'm on an UP TO 8 Mbps connection at the moment but even with 24 MBps I reckon this kind of service would suffer from lag.
Also how is the actual games hardware allocated? Will it be one machine per person or is one machine shared among a set number of users? If it's shared then doesn't that create problems as far as processing/work load goes? If they aren't then isn't having one machine per user going to be very expensive?
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Seriously think Nvidia and Intel will be happy supporting this kind of thing when it eliminates the need for consumers to buy their latest graphics card and CPUs to play the new games? Think it'll stop the battle between MS and Sony to hijack your livingroom?
The technology industry is mercenary, this kind of commune gaming will be killed by the people they need onboard to make it a success.
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[link url=http: //uk.pc.ign.com/articles/965/965535p1.html
]http://uk .pc.ign.com/articles/965/965535...[/link]
From th article:
The current solution only introduces one millisecond of lag to encode the video, which alone is completely unnoticeable to you. Obviously, a fast internet connection is required on your end to stream the gameplay video. A 1.5 mbps connection (which is usually what base-level DSL is rated at) is required for standard-definition video (480p), while a 5.0 mbps connection is required for HD (720p). The actual necessary speed is a tad less than advertised, so as long as your provider says you have these speeds, you should be OK.
Also:
Do the games run at 60fps? Technically, yes, but the video stream makes it feel less so. They're still smooth, but Burnout wasn't as brisk as it is on a PS3, for instance. But make no mistake - everything we tried was completely playable (and most importantly, quite responsive), and being that you're able to play these games without any dedicated hardware, that's a huge, huge thing.
If they were happy with a fast, twitch game like Burnout, even if was over a LAN, the potential is clearly there.
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[link url=http://en. wikipedia.org/wiki/Steve_Perlman
]http://en. wikipedia.org/wiki/Steve_Perlman
[/link]
http://ww w.mobygames.com/developer/sheet...
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720p is so 1995...
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However, for people without the knowhow to do this, or for people who want a laptop, or for people who only run Macs or netbooks, I'm sure 720p is acceptable.
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I'm not sure why people are against this (from a gamer's point of view). What are the real downsides to us?
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I dont see how it would work for gaming though as people on here have already pointed out. Lag will always be an issue and until someone breaks the speed of light it always will.
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In Sweden and Japan, the norm is getting close to 100mbs. Its what someone would get if they sign up for internet today.
UK is variable, but cable modem is mostly pretty good: 20Mb/s or 50Mb/s depending on where you live in UK with 100Mb/s in next year and 150Mb/s was announced today as being available within two years. ADSL is a few years behind though.
US is my experience is terrible, especially if you are outside the cities. I have friends who live in CA, not even that far from San Francisco and Silicon Valley, and they cannot get broadband at all.
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We know how it works dude (VM ware has been around for ages), a lot of us are saying it will be hard to make it work good enough for a lot of games. The low resolution being one of the problems together with the input lag. The streaming lag is a non-issue, that is just a question of having enough horsepower to encode and enough bandwidth to stream. The real test is the input lag on an internet link.
Will people play Starcraft 2 in 480???
It will probably work for quite a few games...
Ofc this is probably the future of all applications eventually, but I don't think we are there. It has not really worked for normal applications and games are even more demanding but somebody needs to roll this out to get the ball rolling. Maybe next gen consoles will have stuff like this build in, it will only get better if the client can process some server stuff by itself.
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If I were Sony or Microsoft or dare I say it, google, I would be investing real money into cargo crate style server racks filled with cheap, fast, reliable blades with commodity graphics cards mounted that could be installed in or near DSLAMs in exchanges, to minimise ping time and network congestion, and looking at partnering with ISPs to provide XBL style gaming services and game rental.
No more expensive console lifecycle changes, much much less direct customer support and one hell of a simplified development model.
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They want to make money. MS and Sony are seriously not going to go for a model where that can't sell you as much of their branded bits of plastic as they can manufacture.
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I prefer my data to be fully under my control and not on some cloud somewhere as long as I do have a choice.
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Unless we're talking Nintendo, of course, who love to overcharge you for their bits of plastic.
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To make our lives "better" is the way they earn money. Youve gotta see the connection, right?
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Personally, I like being able to upgrade my PC, tweak the games and use the settings and resolution I want. I also like to buy games in cases and own the hardware to play them on. Sure, call me old fashioned but I don't like this sense that everything is outside my control, that I only rent the stuff I pay for and that the people offering these games can simply choose not to offer them and, that's it, I won't be able to play them any more.
Services like Steam can be bad enough when it refuses to update a game you want to play, as recently happened with Unreal Tourney 3. What happens if your ISP goes down for most of the day or there are technical issues at the provider's end for example?
Also many current UK ISPs have a fair usage policy in place which means that the connection speed is restricted if you exceed a certain amount of GBs at specific times during the day. My own supposedly "unlimited" Karoo package which I use has such a policy in place and I understand others do too. Unless that is dropped or changed then that would have a major impact on this service here, particularly as this requires the streaming of lots of data. Those 30/50 GB per month limits are going to soon be used up steaming 720p games, surely?
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A) The UK broadband network isn't up for the challenge. I'm sure most of you recall the uproar the net providers made when iplayer was released and how it is costing them a fortune.
B) I don't live in the middle of nowhere but I can only get a 1.5 mbps connection max. At night time I cant even use some web pages never mind trying to stream a game.
C) If the net is down no games
D) I like my games in boxes
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The reason I think this won't take off (at least in it's current form) is the manufactoring costs. Let's say it costs £1000 to build a server to do all the necessary OnLive stuff and run Crysis at full spec, how much will it cost for 100 of these machines? Or how much for 1 machine that can run 100 Crysis games at once? It's also worth remembering that in a couple of years these machines won't be able to play Crysis 2 (or whatever) at full spec so will need to be effectivley replaced. £50 a year ain't gonna cover those costs which'll mean pay per play charges.
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If they wanted to "make our lives better" they would of joined forces years ago to make a single format, but they don't, they want to make a buck in every way possible. They make that cash by selling us everything they can. The very last thing they want is you sitting at home on the end of a broadband sub not buying their latest shiny bit of ltd edition crap.
Besides, It's hard enough getting Steam to even work when a big update or new game comes out on my 8meg connection, can you imagine the infrastructure required when every user wants to log-on and play Crysis 3?
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I'd prefer someone else going through the pain and effort of ensuring that a game is working correctly for my gaming session. The hideous faff that I had to go through when Oblivion came out... low poly grass mods, .ini tweaks.... ugh.
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It'll probably be pretty naff to start off with, though in a few years (one BT has started laying Fibre Optic) it should be cool.
I'm guessing these companies are both testing the waters and wanting to get a head start for brand recognition?
& Since they costs are shared, none of the companies should take a huge hit
(Bearing in mind the XBox was implememented very much to advance the Microsoft brand)
If it works it should be pretty cool - especially since a lot of budget laptops come with HDMI ports now.
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It doesn't work like that though, because they won't have to build one machine that does everything - there will be a cluster of cheap machines serving different bits of the equation; and they can "pre-calculate" a lot more stuff, because suddenly storage isn't an issue, for example.
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1. No more mods.
2. If your internet connection is down, you can't just play single player while you wait for it to be fixed.
3. If someone else in the house decides to download a large file, watch some BBC iplayer or anything else that's a bit bandwidth intensive, you're really gonna notice it.
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In my opinion, there is absolutely no way this will be a commercially successful product any time in the next 5 years, and probably not any time in the next 15.
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It's pretty much the exact same thing as OnLive are proposing and has completely bombed on it's arse.
The comments section is even the same as this one
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But if I was a publisher I'd not go anywhere near an action game aimed at action game fans. Having double your ping as input lag, will ruin everything
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What might work using this tech are poker games, turn based games and other games that dont require a full screen refresh.
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It will be nowhere near Blu-Ray bandwidth requirements, as the video compression will be much higher.
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While I am inclined to agree, I thought similarly of digital ditribution, but got used to that so quickly (and don't want to miss it anymore) that the same probably would happen with a system like this.
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Behind the scenes they have to have thousands and thousands of top spec PCs capable of playing Crysis or whatever. Plus hardware to do the incredibly fast encoding, and *massive* bandwidth to accomodate all those game streams.
And what happens if they only have 20 Crysis capable rigs on the service and I sign on as player 21. Do I get told "not now, please call back later"
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It's useless if it only works in lab conditions.
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But hey, if some people like it, all the power to them - there however is a problem if in ten years or so only this type of gaming is available, with or without all highly likely problems connected to it.
Call me old fashioned. I like it that way, newbies.
Edit: Oh, and the command line is highly underrated as a tool btw.
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@peak performance: Hell yeah, I'd go back to DOS if I still used an IBM compatible (there's another old term) at home. At work, everything's administrator locked out to stop people like me doing just that.
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They have been creating there own servers etc.
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Where there is a will there is a way. Funnily enough, it was once thought man couldn't go to the moon. If we humans can do that then I would think that this sort of thing is peanuts compared going to the moon.
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Yeah, even if the lag and traffic shaping and monthly bandwidth limits weren't an issue (which it still would be in most places in the UK at least), they will need to supply a beefy rig for every single customer wanting to play games like this, which ain't gonna happen. So that means either a queueing system, or various levels of subscription depending on what games you want to play, something like that. Sounds pretty clunky.
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"Funnily enough, it was once thought man couldn't go to the moon. If we humans can do that then I would think that this sort of thing is peanuts compared going to the moon."
Dude, the moon landings were faked, just ask teh internets!
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Gripes get ironed out.
Everybody loves system and buys into it.
Traditional consoles start to lose pull for punters.
System gets dominant share of market.
Monthly subscription prices go up.
Monthly subscription prices go up.
Monthly subscription prices go up.
Monthly subscription prices go up.
Yes, I'm being a little cynical but does anybody really think this latter end won't be the case?
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If Onlive has found a solution to the lag issue then they have the potential to resell the technology which can be applied into mutliple industries. 3D and Architectural firms can cut costs by using similar devices to connect to some high end servers, inside or outside the network.
Obviously for commerical use as a service there are a lot of implications to consider;
Rolling out a number of data centres in proportion to the potential number of users in the area (this could probably be done based on how available broadband is within a set area)
The speed and reliability of broadband, which has improved though users would need to be made aware of bandwidth usage as a lot of providers set bandwidth limits
Pricing structure - as this is a service where everything is stored and accessed remotely, I personally believe a subscription based service is the way to go, similar to metaboli in that respect - pay a basic fee to access the onlive service then pay a certain level on top of that depending on the types of games you play or how many you play. If you were to buy games through the service, they need to offer a way to download the game incase you want to leave the service (or if the company fails, which I hope it doesn't) This way I believe people will feel more comfortable buying games as they can always take that game with them if anything should happen.
I don't see this service replacing consoles or even gaming PCs, but I do see it as an addition to your PC/console and I hope it does well....just please don't be another Phantom
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Load up quake or something and hop on a server with all the client side prediction turned off.
It is horrible even at 30ms.
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These things come in cycles: they have invented nothing here they're just polishing up an old concept, tweaking it and shoving it out there again. IIRC SUN was making a big push in the mid-nineties and had the pundits prophesying that we'd all be using thin clients with massive servers in the future and yet I'm still using a desktop PC to develop software about 10-15 years later. There is one very simple reason for this: 20 PCs are a lot cheaper than a server capable of doing the work of 20 PCs and if it just means you're running 20 super-PCs in a data centre (or data centres) somewhere and people have to use thin clients to access them (at varying latencies) then what's the point? This service won't be cheap and you won't really be saving money here, someone has to pay for all those PCs and hosting them. You might save on software sales but to be honest if I was Mr Software Publisher I'd be expecting a damn good return for any of my games that are offered on this service.
As it stands client-server protocols for games aren't exactly excellent (bloody Source engine) and lag affects them terribly. Not visibly so as your client and the server does its best to predict and estimate positions and so on, but I reckon all of us who play FPSs online have had times where you're absolutely positive that you hit that guy and yet he pirouettes and nails you and runs off with full health (bloody CS).
At the moment the lag is purely between your client and the server and the other players' clients. Over and back, from my client to yours, with very good pings (< 50ms) it can easily lead to delays of 1/10th of a second. With bad pings (say > 250ms) it can be more than 1/2 a second. If you're not used to online games then that may not seem a lot but can have a huge effect: if you have 1/2 a second where the opposition's clients haven't registered your position you can do a lot of damage.
This set-up would add an extra stages of lag: the information now must go from my thin client to the machine doing the rendering for me to the server to the other rendering machines to the other players' thin clients. I'm not sure if it'll be like shouting instructions at the person with the controllers but it won't be as responsive as the current set-up. Unless they've invented magic, that is.
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BANDWIDTH DOESN'T MATTER
I don't care if it uses 5 down, and you've got 500/500, it won't make the slightest bit of difference if your LATENCY is too high. That's your killer here. They can go "Oh, we can do the processing in under a millisecond" all they like, it takes 14ms for network traffic to get off my ISPs network, let alone over to a remote system and back again. Beyond that, that assumes a UDP or ICMP packet; you add error handling and in-order arrival (so something like TCP), and you've just added more delay due to processing. This is easy in a lab/doing a demo where they can matrix a half-dozen top of the line Cisco switches together, call me when they have it working over anything remotely like the Internet.
Secondly, it doesn't scale. Hands up everyone on ADSL in the UK... odds on, you've got a 50:1 contention ratio. It'll be in the small print of your ISP stuff somewhere (business lines are 20:1, and there's some other numbers out there in corner cases). That means, if you have an 8Mb/s line, that you're sharing that 8Mb/s with 50 other people. If they all try using it at maximum capacity at once, you'll only get 160Kb/s. This is because your ADSL line is only to the exchange, where they multiplex (join together) all the connections into one really big connection that makes the next step up. Odds on there's several more steps like that going up through your ISP's network, until it all comes out at a tiny fraction of the maximum bandwidth that could be used if all the customers wanted to max out their connections at once. If you want to know you have that much bandwidth all the way to the Internet, you can pay for it; call your ISP and asked for their leased line (T1/T3) prices. I'd suggest you're sitting down before they tell you.
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