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Cloud Computing?

Latency will always be an issue. Playing MMOs, adventure games, and anything else that's slow paced enough to be able to ignore piles of input lag, then it'll be OK.
 
Here's another article and it says it'll be launched June 17th. One line that I found totally bogus is how it says when a user presses a button the action will be sensed instanously. I dunno if I can actually believe this because the amount of bandwidth that the cosumer has at the moment just isn't enough for this to be practical and without any SEVERE lag. Imagine playing crysys on your laptop that is remote desktoped into your gaming machine. It would never work...


As Microsoft, Sony, and Nintendo promote their upcoming hardware innovations and try to extend the life cycle of this generation of consoles, a burgeoning company called OnLive sits on the show floor of the video game industry’s trade show, sending out the message that dedicated game machines could be a thing of the past.


The idea behind OnLive is simple: Games are stored and played on its centralized servers (the "cloud," in tech parlance) and pushed to users via a broadband connection. When you press a button on your controller at home, that action is transmitted virtually instantaneously to the game and reflected on screen.

On the surface, it sounds like a just another delivery method—but what makes OnLive and other upcoming cloud-based gaming services interesting is their ability to transform almost any screen into a high end gaming system.

Core PC gamers spend thousands of dollars to put together systems loaded with RAM and bleeding edge graphics cards to get the most out of their games. But with cloud gaming, a $300 netbook or low-end desktop will be able to play games just as effectively, with optimized graphical and other gameplay settings – since all the processing is done remotely. OnLive will soon launch a peripheral for television sets as well, letting you play in your living room.

The iPhone and iPad are next logical steps—and while the company hasn’t announced any formal intention to support Apple’s products, it has shown demos of the service up and running on them, indicating plans are in the works.

“Cloud computing promises to have a marked effect on the gaming industry,” says Scott Steinberg, head of the video game consulting firm TechSavvy and founder of Game Industry TV. “It offers new ways for gamers to access and consume games over a variety of devices and you don’t have to own expensive hardware to play those games.”

OnLive isn’t the only company exploring this space. Gaming industry veteran Dave Perry is working on a similar platform, called Gaikai. And privately held Otoy is working on a software solution that would accomplish the same goal.

What makes OnLive stand out is its founder—Steve Perlman—who previous led development on the technology behind QuickTime and founded WebTV. The company also has several high profile investors, including AT&T Media Holdings and Warner Bros.

Those are noteworthy backers, as both are tied directly to cable providers. (AT&T owns U-verse and Warner’s parent company owns Time Warner Cable.) And many think the real strength of OnLive—or any cloud-based gaming company—will be when and if it aligns with a television content provider, dramatically expanding its customer base.

“How people are being served games is changing,” says Colin Sebastian, an analyst with Lazard Capital Markets. “Anything that can incrementally get people to stay with an established cable or satellite service and keep paying a monthly fee would be embraced.”

The service isn’t without its hurdles, though. OnLive, which launches June 17, is untested in the open world. Still uncertain is whether games will be as responsive with subscribers as they are in controlled media demos. Many also wonder if they’ll be able to fully enjoy the service’s benefits with a typical broadband connection—or if they’ll need to pay more for faster service from their provider. And the monthly $14.95 service fee (which doesn’t include the price of games) could be offsetting to some as well.

In essence, games are becoming more accessible—but the price of admission might be too high for some. That means initially, the chief subscribers for cloud gaming are likely to be core gamers – who already have plenty of gaming options.

The potential, though, continues to turn heads. And while OnLive isn’t yet positioned to penetrate the mainstream market, independent publishers like Electronic Arts and Ubisoft are getting on board early, hoping to reach new customers in non-traditional ways.

“{OnLive’s success] depends on what content is available,” says Sebastian. “If the tech hurdles are surpassed, the convenience factor is there. So it’s all a matter of making sure you’ve got the right games.”

http://videogames.yahoo.com/events/plugged-in/cloud-computing-a-paradigm-shift-for-gaming/1402424
 
I think it really depends on how good the compression of the data ends up. It will be interesting to see...
 
The max resolution is going to be crap, I think it was 480 or 720p? And no matter what they say, there will be latency. This isn't something for anyone on this website, or anyone remotely interested in competitive FPS or twitch action multiplayer games. It could be great for your average wii player or such.
 
Core PC gamers spend thousands of dollars to put together systems loaded with RAM and bleeding edge graphics cards to get the most out of their games. But with cloud gaming, a $300 netbook or low-end desktop will be able to play games just as effectively, with optimized graphical and other gameplay settings – since all the processing is done remotely.

Whoever wrote this should be hired by BP for their PR campaign. See the part I bolded? In this context, optimized means reduced.

Haha, izzypizzy, I found it:

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.

http://www.shacknews.com/onearticle.x/57804

Standard definition is the PR way of saying 480p. Fantastic, Crysis at 640x480!
 
One line that I found totally bogus is how it says when a user presses a button the action will be sensed instanously. I dunno if I can actually believe this because the amount of bandwidth that the cosumer has at the moment just isn't enough for this to be practical and without any SEVERE lag.

You could have infinite bandwidth and there will still be lag.

Aside from the shitty gaming experience though, what my major concern here is the fact that you're going to effectively be saturating your internet connection while this unit is in operation. What happens when mom or pop fire up the home PC to download some itunes, or kid sister jumps onto youtube or hulu and starts downloading an HD video? This online service is going to require an uninterrupted big honking piece of bandwidth, and as the years go by we're only adding more and more devices to share that single internet connection.
 
i thought the same about Quake Live when it first started, but it works surprisingly well, even on a 1.5/768 connection. is it not the same thing as this?
 
i thought the same about Quake Live when it first started, but it works surprisingly well, even on a 1.5/768 connection. is it not the same thing as this?

Quake live is essentially quake 3 and it is compiled and run locally on your machine.
 
Cloud Computing scares the crap out of me , I don't want anything just "storing" my information and critical at that on some random server cluster where anyone can do anything with it.

Ubisoft has demonstrated that Cloud Computing for DRM use is god awful and very unready.
 
i personally think there will be a great market for this for casual gamers and those on other platforms (i.e., mac), but i don't think it will catch on with the [H] gamers such as ourselves for quite some time. the applications of cloud computing are far and wide though. think being able to play your games anywhere, on any machine, at anytime, regardless of hardware. just have a relatively quick internet connection and you are set.

i will go out on a limb here and say that when this idea is polished, it will be the end of console gaming. it will be sad though. what will kids open up on christmas morning? "jimmy, we bought you access to the latest games on OnLive. you can retreat to your computer now!" the world of the electron and the switch. the beauty of the baud.
 
So what is this? Remote Desktop?

For onlive, it's even more of a terminal experience than remote desktop. The service basically detects controller input, sends them to the remote server, which then adds your input, renders the next frame, encodes/compresses it into a video frame, fires it back, and the decodes the video frame and puts it on your monitor/tv.
 
Bandwitch wise, how hard would it affect a monthly cap if you play like 50 hours in a month?
 
Bandwitch wise, how hard would it affect a monthly cap if you play like 50 hours in a month?

Try downloading an HD video off youtube and see how big the file is. I don't have the bandwidth to watch those in real time so i never bother.
 
Bandwitch wise, how hard would it affect a monthly cap if you play like 50 hours in a month?

A lot, actually I brought this up as problem when onlive was first being demo'd, in the UK at least bandwidth is expensive I did the maths on the recommended data needed to stream HD which was something like 5mbit (from memory) and then multiplied that by my average gaming per month and it would exceed the average fair usage policy on UK internet connections several times over.

5mbit / 8 to get Megabyte is 0.625Mb/sec, thats 37.5 Mb per minute, 2,250Mb per hour (2.25Gb) and 50 hours would be 112,500Mb or 112.5Gb

To put in perspective the average allowance on UK broadband is generally no higher than 40Gb per month, there are no truly "unlimited" packages, certainly not ones that are sustainable anyway.
 
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