MustardCat on 1/1/2010 at 17:13
Looks like it works if that video is any indication. It was impressive when he was playing Crysis on his iphone at 20:00.
veryhungryhobo on 1/1/2010 at 17:16
Quote Posted by dethtoll
[citation needed]
hi
june gloom on 2/1/2010 at 01:57
Hi.
catbarf on 2/1/2010 at 03:52
Quote Posted by MustardCat
Looks like it works if that video is any indication. It was impressive when he was playing Crysis on his iphone at 20:00.
50ms of lag isn't something you can easily see on a screen but can definitely be felt. I think I'll need to try a demo to judge but I sure as hell think it's not all it's cracked up to be.
Fragony on 2/1/2010 at 14:51
Not feeling like making a new thread for a minor question, I have been trying Quake-life and Battlefield Heroes, it runs like a dream. How does this work, is it the browser or the video-card that does the work
catbarf on 2/1/2010 at 14:52
That's news to me. I find games to be unplayable at 20FPS, and that's 50ms between updates to the screen.
Renzatic on 2/1/2010 at 21:24
Quote Posted by Fragony
Not feeling like making a new thread for a minor question, I have been trying Quake-life and Battlefield Heroes, it runs like a dream. How does this work, is it the browser or the video-card that does the work
From what little I understand of the technology, I believe your computer is doing roughly the same amount of work playing an Onlive game as it would be displaying a streaming high def video. All the brute force rendering is done by some crazy big remote location supercomputer that takes your input, renders out a few frames of gameplay based on it, then sends it your way as a nigh-realtime videoclip. Think of it as a long distance network renderfarm for games and you'll have the concept about grasped.
It's nothing like Quake Live and Battlefield heroes. I believe those are using a browser based rev of OpenGL. For those games, your graphics card is doing all the work.
june gloom on 2/1/2010 at 21:34
While on the one hand that has the potential to bring high-end PC gaming to everyone who isn't Malygris, until we get a nigh-instantaneous infrastructure, even 10ms lag is going to put a damper on a lot of peoples' expectations for this.
SubJeff on 2/1/2010 at 21:47
Quote Posted by Renzatic
From what little I understand of the technology, I believe your computer is doing roughly the same amount of work playing an Onlive game as it would be displaying a streaming high def video. All the brute force rendering is done by some crazy big remote location supercomputer that takes your input, renders out a few frames of gameplay based on it, then sends it your way as a nigh-realtime videoclip.
I'm not sure about this. I think you send the control signals to the server and it sends, and this is the clever bit, extremely highly compressed video information using the highly specialised OnLive compression algorithm, to the OnLive box in your living room which uncompresses it and sticks it on screen.
I don't think its quite like streaming high def video, nor is it a video clip you get. Its a little odd but if it works all they need is a sensible pricing structure and its a go. dethtoll - I don't think it needs a very fast connection either.
One problem I see with it is if the servers have a technical issue lots of people wont be able to play. Its not like your PS3 breaking. In addition I'm not that keen on relying on distant hardware rather than a physical box I own.