OnLive Hands-on Impressions: A Cloudy View of the Future of PC Gaming
by Nick Breckon, Mar 25, 2009 5:32pm PDTOnLive has undeniably made a big splash here at GDC. The company announced its new technology on Tuesday, claiming that it would change the face of PC gaming. But what is it, exactly? And does it really work?
With its new service, OnLive is attempting to literally render the PC hardware upgrade a moot point. Users will run a small, lightweight application that interfaces with a vast "cloud" of servers. The servers render PC games in high quality--delivering SD quality on a 1.5 megabits per second line, and 720p on a 5 megabit connection--then output the video to your display of choice: either a PC, or a television with an HDMI dongle.


The goal was to free up users from the bane of hardware requirements, providing a hassle-free option for PC gamers. The service will carry a subscription cost, and members will have the option of renting or purchasing the available games. Nearly every major publisher has signed on, with one notable exception being Activison Blizzard.
It sounds like one giant leap forward for PC gaming on paper, but many were skeptical of the technology following the announcement, thinking that the inevitable lag would result in an inferior gaming experience. After getting my hands on the thing, I can report that OnLive mostly works as advertised--but a few flaws may hold it back from being a home run.
The OnLive interface itself is as slick in motion as it looks in a screenshot, and the "Brag" replay feature and spectator modes worked as well as they claimed. But who cares about that stuff? I wanted to play a game, and see whether this thing lived up to the hype.
With several options to choose from, I eventually settled on BioShock--it being a game of high visual quality, and also a first-person shooter, which would give me a decent sense of the response time. Loading the title up, I at first had no sense the game was being streamed to the small PC laptop next to me. Menu response was fast, and 2K Boston's gem looked as it should.
But unfortunately, the illusion faded along with the loading screen. Once I was in the game itself, I immediately noticed the unwelcome signs of blocky compression. It wasn't so compressed that it was entirely distracting from the gameplay, but it was also worse than I expected. The visual quality was high, but the experience was marred by the considerable amount of splotchy pixels.
Playing around in Rapture, I found that response-time lag was mostly unnoticeable--mostly. When turning quickly, there were disappointing moments of hitching here and there. It was an impressive technical accomplishment, but at the same time unquestionably inferior to playing from a disc.
I asked OnLive representatives whether the connection at GDC was indicative of the optimal connection experience, and they replied in the affirmative. They stressed that three OnLive connections have been run on a single 6mbps Comcast connection in their tests, but I wondered whether any of that mattered.
Gaming has been firmly planted in the HD era for several years now, and most gamers are surely accustomed to seeing low pings in Counter-Strike at this point. While some people out there may not mind playing Crysis with a few blocky pixels and a couple hitches here and there, I'm not sure those same people were the sort interested in playing Crysis to begin with.
So while OnLive is truly an amazing piece of technology, it is also an imperfect solution. It may represent the future of PC gaming, but the visual and lag issues, subscription cost, online-only nature of the product and other caveats will hold it back from being an immediate no-brainer.
The service mainly delivers on its key features, and looks like an exciting option for those tired of constant hardware upgrads. But based on my demonstration--and as someone that demands the highest quality presentation of most games--I'd rather put the subscription cost toward an upgrade of my Nvidia card.
Developed in secret across the past seven years, OnLive's service will launch this fall.
FileShack: Unity of Command, Skyjacker
Daily Filter: Planetside 2, Deadlight
Weekend PC digital deals: strategy-o-rama
38 Studios, Harry Potter Kinect - Shacknews Daily: May 25, 2012
Minecraft for Xbox 360 dev working on 'Adventure' update
Comments
Also, I watched the video presentation. How are they starting Crysis remotely faster than I can locally? That is really fucking special. Even if you have this magic streaming, that doesn't explain why everything is now faster.
I'm calling bullshit, I don't think this "On Live" service is ever going to come to market.
Thread Truncated. Click to see all 16 replies.
Thread Truncated. Click to see all 4 replies.
Thread Truncated. Click to see all 5 replies.
Nick, how was the audio quality? I can imagine people with nice speaker and sound card setups might be disappointed in that department too.
Thread Truncated. Click to see all 17 replies.
That said, if they've gotten this far with it I wouldn't be surprised at all if they end up making it super-fast and the lag totally unnotiiceable, especially as game developers start taking advantage of the technology (the have a SDK but none of the games up there are using it yet).
Thread Truncated. Click to see all 28 replies.
Thread Truncated. Click to see all 8 replies.
Thread Truncated. Click to see all 4 replies.
If you're like me you enjoy building a nice PC and overclocking the hell out of it for that extra performance. The only people who complain about upgrades are the ones who buy cheap hardware (1.8Ghz CPU, 1GB RAM and a 7600GT) and expect it to last 5 years while playing the latest games.
If you're smart and do some research you can build or buy a PC to last.
Thread Truncated. Click to see all 2 replies.
It should really come to the Uk when its released. It would be a shame to miss out the UK users =D
For example:
User A has barely the minimum bandwidth required to run the 720p version of the game, a steady 5 mbps connection it seems. He is seeing the same compression artifacts that were plaguing Nick's experience.
User B has a 20 mbps connection. Is he going to see the same compression artifacts as User A because thats just what is spit out at the server end? Is there no taking into account the extra bandwidth available?
I could see picking up a few here or there that might not run right on my rig regardless. Or if I had my hard drive too full.
And there is another piece of twisted logic in their business plan which I think Nick nailed perfectly. Nick wrote and I quote: "While some people out there may not mind playing Crysis with a few blocky pixels and a couple hitches here and there, I'm not sure those same people were the sort interested in playing Crysis to begin with." I think this is totally on the money; think about it, would your mom care if her Crysis is playing in SD or HD or if it's blocky or slightly lagging? If you're like me then the answer is no BUT the other question is would your mom even be interested in playing Crysis and would she pay even $1 a month for it? Again if you are like me, the answer would be no and in fact she would even tell me to turn it down if I'm playing it on TV in her living room. In my experience, if you are interested in playing Crysis (and Crysis-like games), you want to play it right.
Am I wrong about any of this?
Thread Truncated. Click to see all 2 replies.
This is aside from the fact of the compression that you'd have to deal with among other things.
Thread Truncated. Click to see all 3 replies.
http://pc.ign.com/dor/articles/965599/gdc-09-onlive-video-demos/videos/onlive_gdc09_crysis_on_old_pc.html
Thread Truncated. Click to see all 3 replies.
Thread Truncated. Click to see all 2 replies.
Thread Truncated. Click to see all 3 replies.
8mbps high speed here costs 59 euro a month with a 40gig cap
Thread Truncated. Click to see all 11 replies.
As for shooters and other games in genres that are graphically demanding, consider this: If those games' developers were really worried about reaching more PC gamers they would have all modified their business models to compensate for the wide disparity in rendering power from low to high end machines a long time ago. But they didn't. These guys are ultimately trying to solve a problem no one is looking for a solution to.
Thread Truncated. Click to see all 2 replies.
ARE
NOT
THE
TARGET
MARKET
Thread Truncated. Click to see all 6 replies.
p.s - just imagine your next lan party with one of these puppies.
Thread Truncated. Click to see all 8 replies.
Sony, Microsoft and Nintendo are not going to allow this.
Thread Truncated. Click to see all 4 replies.
- Censoring: You will only be able to play what they or your country wants you to. Import games if they are censored in your country? UH UH! No chance. Use custom gamefiles to unlock censored content? No.
- No custom content. Want to make mods? Nah. Change your models ingame? No no. Multiplayer mods, making maps, etc etc. No way.
- You don't really own games. The service goes down, bye bye games.
Thread Truncated. Click to see all 13 replies.
Thread Truncated. Click to see all 10 replies.
http://i.gizmodo.com/5184502/onlive-streaming-games-hands+on-impressions
sousdn like he had a similar experience to breckons
YouTube has the worst quality (and arguably the worst content) of video you can get, yet it's one of the most popular ways people consume video. Hulu, Netflix, and other streaming providers aren't as good as BluRay or DVDs but they are quickly replacing disc-based content.
The Wii doesn't even have HD and it's dominating the PS3 and 360. There are many examples that show ultimate visual quality isn't necessarily #1 for your average consumer. Assuming equal content, people are driven more by ease of access, cost, and community. People stream Netflix because it's even easier than messing with Netflix by mail...which in turn is even easier than driving to Blockbuster.
A few visual artifacts aren't going to be a problem as long as there isn't lots of frame-rate chop and input lag...things that would definitely affect how fun the game is to play. OnLive appears like it can deliver on ease of access, cost, and community...three things that have made Steam so successful.
If there is one major thing to worry about it's bandwidth caps...with the growing popularity of streaming movies and streaming games there is going to be a showdown on bandwidth caps, and it's not really clear to me this is going to come down on the side of the average consumer.
Thread Truncated. Click to see all 3 replies.
That's my usual test for responsiveness of a game's rendering and mousecode. This would be an utter and total failure in my book, but then I'm the kind of person who can't stand lag of any kind.
Thread Truncated. Click to see all 3 replies.
Of course there will be the standard "it's a work in progress" folks who drank the kool-aid and want to believe that this could miraculously work as pitched but the reality it appears proves differently.
Thread Truncated. Click to see all 11 replies.
Thread Truncated. Click to see all 5 replies.
Eventually, after no one uses the service, I see them being bought out and the technology used elsewhere.
Thread Truncated. Click to see all 9 replies.
Thread Truncated. Click to see all 3 replies.
Sure, you upgrade to get better graphics. But you mainly do it so you can actually have the game in a playable state (with those great graphics). Nobody wants great graphics and 15fps, so who would want great graphics and plenty of input lag? Its arguably a worse proposition.
I cant believe the idea that i had 5-7 years is actually being implemented
Thread Truncated. Click to see all 2 replies.