OnLive Announced, Subscription-based Service Plans to Change PC Gaming with 720p Cloud Streaming
by Nick Breckon, Mar 24, 2009 1:12am PDTOnLive today announced plans to launch a new service that will stream PC games with negligible lag to televisions and PCs, eliminating the need for hardware upgrades.
Developed in secret for the past seven years, OnLive makes use of cloud computing, streaming video to your monitor at 720p resolution and 60 frames per second.
Because the video is rendered in a "cloud" of servers, games such as Crysis are delivered at full graphics settings, the only bottleneck being the user's internet connection. 1.5 megabits per second will get you to standard definition, while a 5 megabit connection bumps the resolution to 720p.


OnLive's proprietary compression technology boasts a lag time of less than one millisecond in testing, and early reports indicate that the service delivers on this front. Gamasutra notes that OnLive has worked directly with cable and internet providers to eliminate packet loss.
Users will require only a small device (pictured above, left) to connect to the subscription-based service to televisions. Two USB ports and Bluetooth capability service game controllers, while an ethernet connection grabs the signal, and HDMI and audio output jacks output to displays.
The service will also work on any PC, allowing users to play Crysis on a $200 netbook. Users need only subscribe to OnLive and purchase individual games from the library, with the option of buying the "MicroConsole" device for television functionality.
OnLive will feature friends lists and and online profiles in Xbox Live fashion. Brag Clips, 10-second replays that can be captured from any game at any time, will be viewable and shareable through the community interface.
Ubisoft, Take-Two, Electronic Arts, THQ, Atari, Warner Bros., and Epic Games have all signed on to the product, with Activision Blizzard being the major missing name. Publishers will have the option of both selling and renting their games.
The product is similar to a system announced by AMD last year, but OnLive has been demonstrated with success, has the backing of several major publishers, and plans to launch the service later this year.
We'll have more impressions of OnLive following a demonstration of the technology at GDC tomorrow.
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Comments
Sure bandwidth is a problem now but that's not going to last for very long. From a bandwidth perspective this isn't much different than netflix. It's not a deal breaker. The US needs to improve its broadband infrastructure anyway and applications like this will help drive it. This would eliminate piracy. It would make PC gaming much cheaper. It means even wimpy portable devices can play big blockbuster games. This is awesome and you guys need to wake up.
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Wow, a full 720p! They couldn't limit the capabilities of the PC a bit more, could they? LOL Why would anyone want to suffer through inferior resolutions just to avoid the occasional hardware upgrade? For one thing, hardware upgrades continually get cheaper and cheaper and easier to do, even for technophobes.
Also, relying on a fast Internet connection as the key factor in all this is ludicrous, too. What happens if or when Cable companies get their wish and start charging by amount of GB downloaded and/or if they start limiting daily bandwidth?
Interesting idea but the reality will make this just another "flash-in-the-pan" concept.
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This is just a tremendous waste of bandwidth, and that's even if it works the way they say it does. The average game, run locally, has an average latency of about 100ms between input and the screen, which roughly translates into your actions happening about 3 frames after you pressed the button if you were running at 30fps. You add in sending information to the server, encoding the result and sending it back and you'll probably easily double that, which is where shit would start to feel rubbery and laggy.
So basically it comes down to this:
- I don't believe the tech exists to do the round trip fast enough to make the games not feel like shit
- It's an incredible waste of bandwidth (Roughly 20 gigs for 20 hours of a game that takes up like, what, 8?)
- It relies on the internet, so if your net goes down, goes laggy or drops packets then there goes your whole game collection (No offline mode for streams!)
- Wouldn't be able to use your current games collection, as they've stated it requires a bit of retooling of current games to get it to work on the service.
- And what gets saved? Upgrading your PC every couple of years? It'd probably be cheaper and more effective to just pre-build systems with gaming-specific OSes and ship them with public-friendly controllers. Oh wait...
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I'm not buying this for a second. How could it possibly be interactive?
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$800. That's a fantastic pc for that price, and some of those parts could be even cheaper and better value depending on a budget. Toss in some money for an OS if needed.
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"boasts a lag time of less than one millisecond in testing"
Average LCDs today have a 10+ ms latency. A mouse has 1~10 ms of latency. Keyboard too. Plus all the other factors, the image is already delayed by 50+ ms when you're playing LOCALLY on your own computer.
I think she meant to say "one second of lag" instead.
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Are they trying to stake their claim/mark their territory/establish a brand so that a Microsoft or Sony exec gets interested and buys them out in the assumption that OnLive will just drop into Live/PSN? Does OnLive really have any intention of delivering a product or are they just trying to make themselves into an acquisition target?
1) It relies on internet, which is prone to downtime, reliability and security issues.
2) High cost for no ownership!. After paying probably hundreds of $$ a year on subscription fees, you don't physically own hardware or game.
3) It relies on single entity to handle subscriptions and games. If you cancel your subscription, you won't get to play your games.
People calling this cheap need to do some math. Would you rather pay hundreds or $$ each year and end up owning nothing or would rather pay few hundreds bucks every 5 years and own both games and console?
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...with the client device plugged into the same gigabit switch as the servers.
First rule of consumer broadband: don't count on consistent speed or latency. This will be the technical reason for the failure of OnLive. We'll see what other financial, legal, and cultural obstacles contribute.
if this takes off, and i hope it will, itll revolutionize pc gaming.
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Less than a millisecond of lag? Unless they've figured out a way to purposefully manipulate quantum entanglement there's simply no chance of that. The latency alone would be simply unacceptable even with massive investment. They'd need massive datacenters everywhere to get something like a reliable 50ms response time, which would not be acceptable at all for anything other than slow paced games.
This a sad joke, and will be until perhaps 2018 when the next NEXT generation of consoles comes out and cloud computing applications have become common on the pc. No company has ever pulled a magical instant "game changer" out of their ass in the history of business, and it's doubtful it will start now. Revolutions take time, from Ford's assembly line to Microsoft's easy to use OS things might give very big advantages, but they only pay off over time with proper development and capitalization. From these guys rosy descriptions it appears they're far overextending themselves in a field that will strip whatever useful thing they come up from their dead hides and leave them to rot as a broken failure.
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But then they say stuff like this:
"Perlman hasn’t said much about exactly how it works. One clue: the algorithms change the structure and order of Internet data, or packets, so they can sail through the Internet."
and you can't help but find yourself extremely skeptical again.
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http://www.shacknews.com/laryn.x?id=18061877
http://www.shacknews.com/laryn.x?id=18060685
A key point here is that this isn't likely a solution for hardcore gaming fans. Its just not. What it is, is convenient and more than sufficient for the vast majority of new and untapped gamers out there. While we may scoff at 720p, most just aren't going to care. Those that do will go and buy expensive video cards and computers to play. Latency issues, they will get worked out.
What we are seeing is the birth of gaming networks. To be frank, I expected Valve to be in this position, not some unknown start up. Someone else pointed out the Netflix online viewing model and I think that's entirely correct. I LOVE watching streaming movies from Netflix on my HDTV. Is it full 1080i. No. Is it good enough. yes. Cable companies actually have the leg up here. They are the ones with the infrastructure, the bandwidth. Look for a cable company to snatch up Onlive.
It wasn't all that long ago that the 3d accelerator card was introduced and look how far it's come in that short time. I remember having to dial into a game service to play multi. join in progress?!? no way! that'll never happen.
I personally look forward to this. If i kept track of all of the money i spent in the past 12 years on PC gaming hardware i'd probably cry at the total, and that was to just get solid high/midrange machines, let alone be able to play every AAA title at max settings all of the time in HD.
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I think it won't be able to kill the Wii. But the PS3 will hurt from this. The 360 some as well, but not as much, because the system is cheaper.
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Considering there is about 3-4ms lag between my 360 and my HDTV when I play rockband I can’t imagine this is going to work well at all.
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This would be the biggest thing to hit PC gaming EVER....
It would effectivly mean that for less the then price of a Nintendo Wii, I would be able to play the lastest and greatest next gen games. Of course you still have to buy the games, and there is no telling what this subscription will cost, if you'll be charged per gig or something, but if the pricing structure is reasonable, I can see this taking off HUGE...
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the solution wasnt' mentioned in the interview but I have a feeling it has to do with getting you a direct connection to their servers, similar to how cable tv and phone lines work, rather than going through a bunch of routers to connect to the internet. this will mean they will have to have servers in a bunch of places, but if this is the case latency would go down to acceptable levels, osmething like 30-60ms, and its not horrible i have a dell2408wfp that has 50ms more latency than average LCDs and I can play games on it fine. sniping is a bit harder in tf2 but it still makes this onlive technology at least feasible.
XBAND failed but it worked for some people, it had 50ms lag, and just the fact that that worked for some people , maybe onlive will work for some people? and that would be huge. im very optimistic that this will happen but maybe onlive is a decade too early
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Obviously with a game you can't have a buffer, it would destroy the control mechanics, I'm just curious as to why we haven't seen instant video streaming if it's so possible with today internet connections. Are they making the point that you can have stutters here and there in a game which are more accepted in the gaming world where as with a video people would be outraged?
And for those of you saying "Look at the video that proves it works", please don't be so gullible as to believe setup at a demonstration, wait until somebody at Shack gets one of these things to test from home and can give a real review.
Just not sure I like the idea of using it remotely with content on other peoples' servers. Sounds like a recipe for pain.