They seem pretty confident. Besides, a little optimism never hurt.![]()
The simple fact that major game companies such as EA and Epic Games are backing it give it some sort of credibility.
Sure, there's a chance that it may become vaporware, but there's also a chance that it may be 100% successful.
So, give it a chance.
If this works ... it will be SO incredibly amazing.
All of you remember to go and sign up for the beta at http://www.onlive.com/beta_program.html ... I can't because I'm in Australia.But we need Mac users on the team!
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This would be terrible. If i play a game i want to own it, i dont want to rent every single game i play (and it technically will be renting, due to the high amounts of drm they will attach to everything, even if i pay $60 for a game).
I only buy games that are on a disc/cartridge. If they stop making games on a physical medium then i will stop buying them.
This is a kind of cloud computing. They will of course not use one "PC" per person playing a game.. They have huge farms of identical servers all running virtual servers on the fly. So if you want to play, they create a virtual server just for you. Each physical server has the potential to run many virtual instances of "World of Goo" for example.
They will not need to update servers left and right. They just add more hardware when needed. The hardware is abstracted, so they (and you) don't have to think about it. This will also scale along with the subscription fees from more and more users. So more users need more hardware - but also pays more subscriptions - allowing more hardware.
Also, everyone needs to sleep - so servers can mostly be serving US when Asia and Europe sleeps. So less wasted computing power for the planet
This is all based on my knowledge of cloud computing, which will be the future of all applications in the end![]()
This is cool, but it doesn't fit how I game with my friends. I play both online through STEAM/Battle.net and locally. For local play, even when it's just me and 2 friends, none of us has the bandwidth for anything but SD content.
Anyways, it's impressive to say the least, but not for me, not anytime soon, and I'm not really sure if it will ever work for how I game. No matter how they buzz this, 720p video will never be as sharp as actual feed from my GPU running at that rez, and I can't imaging them ever really matching the performance of a local machine -- IGN even noted this. Unless they do break the speed of light, which I hope they do, as I want to travel to the stars...
They were also exaggerating about PC requirements, well, they are behind the times. I can run the Crysis smoothly on high and I let the game choose my optimal settings. My PC is a low/mid-range Quad, really an inexpensive PC by today's standards, so well under $k.
This is a kind of cloud computing. They will of course not use one "PC" per person playing a game.. They have huge farms of identical servers all running virtual servers on the fly. So if you want to play, they create a virtual server just for you. Each physical server has the potential to run many virtual instances of "World of Goo" for example.
They will not need to update servers left and right. They just add more hardware when needed. The hardware is abstracted, so they (and you) don't have to think about it. This will also scale along with the subscription fees from more and more users. So more users need more hardware - but also pays more subscriptions - allowing more hardware.
Also, everyone needs to sleep - so servers can mostly be serving US when Asia and Europe sleeps. So less wasted computing power for the planet
This is all based on my knowledge of cloud computing, which will be the future of all applications in the end![]()
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The way I understand it, most lag comes from the packets being processed and relayed all over the place. The "speed of light" argument is just some thing they made up on the spot to not get too technical with consumers. You can get light to go arround the globe in an instant for what humans can notice. But the trick is get it to relay faster. The internet is mosty fiberoptics, which means they have really long connections to reduce the jumps. When it gets to the local area, it turns into copper so it bounces all over the place because electrical resistance and interferance makes the wires have to be short.
i agree on cloud computing being the future and all but we aren't talking about dedicated game online servers here or scientific calculations where latency is irrelevant
also none of the games will be rewritten from scratch to maximize for cloud computing
we are talking about _clients_ here which means running multiple instances is out of question
show me the server who can run _2_ instances of far cry 2 or crysis: there are none especially since games rely on graphics cards .. of which there are none specially made for server boards and even less available
and if you use virtualization: that's a huge latency right there and all games use rather direct access to hardware through apis
and if they used shared network filesystem for let's say 10 clients each: even with 15k rpm drives the seek times for loading files would kill any in-game optimization or precaching
"in an instant is simply not true"
for example the biggest theoretical distance on the earth in a straight line is 20.000 km (austria new zealand for example)
for transfering an empty message at speed of light means a latency of ~66.8 ms
remember that means straight line with not a single router in between (both impossible)
that means a round trip time of 133 ms which you can physically never reduce
let's be more realistically let's say the data center is 1500 km away physically and with all the running back and forth in the cables/ISPs you have easily twice or 3 times that distance which means with 4000km already a RTT of 26.6 ms with an empty message and with not a single router
let's say pro router jump you lose half a MS of latency and you have 10 jumps: that means 36.6 MS latency still without the latency of creating a stream (they claim 1 MS to do that.. i say BS) and sending the data and then converting it from UDP packages back into an image
etc.
speed of light is fast .. but it's not infinity .. latency will kill this idea for anything other than round based strategy games or RPGs etc.
live feed of website launch press conference at the moment.
http://www.gamespot.com/shows/on-the-spot/