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PC Games (Games) The Internet Hardware

GaiKai Beta To Start In Europe "Later This Month" 121

Alison Beasley sends word that GaiKai, the cloud gaming service being developed by games industry vet Dave Perry, is about to begin beta testing in Europe. (Sign-up page.) GaiKai is a competitor to OnLive, which started beta tests of its own recently. IGN got a chance to try out GaiKai for themselves, and they've posted a video showing how it performed. From Perry's announcement: "Our closed beta has two goals. #1 is to bring our servers to their knees so we can choose the final configuration before we start ordering large quantities of them. (We think we have it worked out, but you can be certain our staff will be swapping cards and testing different processors as each day goes by.) Goal #2 is to test older computers. We've had lots of emails from people describing their computers and 99% of them have ample performance. Remember you don't even need a 3D card to see a 3D game run on our service. I know this is strangely counter to what people expect, but we actually want to get plenty of basic office-grade XP machines testing so we can make sure we can reach the widest audience possible. ... After we choose the hardware configuration in Europe, our next phase will be our USA Nationwide Network Test, that will be using 8 Tier-1 Data Centers, getting hammered by Closed Beta testers. During that process, [we] will be identifying the other data centers we need to include to blanket the USA in a low latency array. Phase 2 of that is Europe, in exactly the same test."
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GaiKai Beta To Start In Europe "Later This Month"

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  • Comment removed (Score:2, Informative)

    by account_deleted ( 4530225 ) on Thursday September 10, 2009 @06:40AM (#29376451)
    Comment removed based on user account deletion
  • by ShooterNeo ( 555040 ) on Thursday September 10, 2009 @07:09AM (#29376569)

    Welcome to the future.

    Advantages of this technology
          1. No more console wars. The consoles that have already been released are more than adequate to do the job of decoding the video for a game service like this. This means
                                  a. Publishers get virtually bulletproof DRM by releasing games for a service like this, even better than they have with consoles. And it's not "DRM" like we hate on slashdot - they simply don't give you a copy of the game at all.
                                  b. Developers only have to worry about ONE platform again - the multicore PC with a high end graphics card and lots and lots of RAM (that's what the GaiKai data centers will be stocked with). Much easier to develop for than a console - if you run into resource limitations, you can just tell GaiKai that your game needs higher end hardware.
                                  c. No more OS and hardware conflicts that caused problems with PC games in the past. GaiKai can give you a copy of the OS image they put on their machines, and the exact part numbers they put into their hardware.
                                  d. No more problems with users failing to buy an adequate dedicated graphics card, or to configure their PC correctly.
            2. Groundbreaking new games are possible. Since GaiKai can guarantee that your game will run on a machine of defined specifications, you could really push the graphics.
            3. Games can be sold by the hour of play. You could pay about $.50-$1 an hour and hop from game to game, playing whatever catches your interest. Each publisher would receive a share of the revenue proportional to the exact time you spent playing their game. Publishers would probably make more money overall, and gamers would get to enjoy ALL the games, not just AAA titles.

    Disadvantages
          1. Latency is unavoidable, and it's going to be a little more than some games on some systems today. In the video, I saw them playing Mario cart, and the gamer wasn't crashing into buildings - so the latency is probably not too bad.
          2. A high bandwidth internet connection with guaranteed maximum latency is needed to make this service work. There needs to be quality of service routing by the ISPs to make sure that game packets aren't delayed. For the moment, not everyone has access to connections that fast. I live in a small town, but I have 8 mbps cable which is enough.
          3. Compression artifacts mean that even in 5 years when people have 20 mbps connections to the service, the games won't be as sharp as the old days.

      4. The Biggest Problem is that you're dependent on centralized services to enjoy a video game. (your ISP AND the service) When the service goes down you can't do anything at all. Even once they iron the bugs out, the annual downtime will probably be more than you've experienced with owning the device the games are played on.

    Overall, I think the advantages overwhelmingly outweigh the disadvantages. I think consoles with their crazy hardware architectures are going to die away, relegated to the dustbins of history. In the future, all games will be PC compatible. They'll still release local copies of some games for hardcore gamers to run on their PCs, especially of multiplayer only CD key requiring games (like first person shooters)

  • Re:Streaming games (Score:3, Informative)

    by slim ( 1652 ) <{ten.puntrah} {ta} {nhoj}> on Thursday September 10, 2009 @07:58AM (#29376805) Homepage

    OnLive has said that for HD you need 5Mb/s -- but that it *peaks* at that level. That is, most of the time it's using much less.

    So, you'll get a choppy experience if your ISP can't deliver 5Mb/s when you need it. But 1 minute's play won't use anywhere near 5*60Mb = 300Mb of your download allowance.

  • Re:Download limits (Score:3, Informative)

    by slim ( 1652 ) <{ten.puntrah} {ta} {nhoj}> on Thursday September 10, 2009 @08:35AM (#29377097) Homepage

    Streaming videos or games will not work as long as these caps are there. And seeing how my ISP also delivers us video on demand (which doesn't count towards my download limit) I really can't see them eager to change this.

    I suspect that services like Gaikai and OnLive will be eager to partner with ISPs - so you won't be too many hops from their servers. In a deal like that, I'd expect the streaming game packets not to count towards the limits. I guess we'll see how it pans out.

    Akamai is another company that puts servers at ISP so that they're close to the client. They do it in order to cache web content and make sites feel faster. A lot of ISPs actually pay Akamai to put their servers on their sites, because the biggest cost to the ISP is not transferring data between itself and its customer, but transferring data from the ISP to and from the wider Internet. So you can see that ISPs might be keen to host OnLive/Gaikai/etc. servers.

  • Re:Tell me this. (Score:4, Informative)

    by Svartalf ( 2997 ) on Thursday September 10, 2009 @10:10AM (#29378133) Homepage

    Heh... I say it can't be done because you have to figure your PEAK bandwidth requirements per customer. The moment you oversell something like this in the manner the ISP's have done their bandwidth you're done- you can get away with probably half again more that the math, if you're lucky. If you can't provide snappy service a good 95% of the time, you're not going to get takers. WoW works as well as it does because it's lower bandwidth than this. Ditto most of the other MMOGs.

    If you apply the aforementioned guide to how many they can service, unless you get the ISPs to one and all sign up for this and put it fully on the edge (I can tell you that this will be heinously expensive- there's several reasons why epicRealm failed, one of which was being in 50 data centers worldwide to the tune of a $2mil/mo burn rate- and this was with sweetheart co-lo deals...if you don't have the deals, it'll be more painful than that...), the peak numbers without oversell for OnLive, with their stated maximum bandwidth requirements, would be:

    30 subscribers on a T3.
    103 subscribers on an OC-3.
    414 subscribers on an OC-12.
    1658 subscribers on an OC-48.

    Now, to put the burn rate for this in perspective:

    Average cost of an OC-3 is 20,000 USD/mo.
    Average cost of an OC-12 is 200,000 USD/mo.
    Average cost of an OC-48 is about $400,000 USD/mo.

    This doesn't even get into latency issues- either in the framework itself or over the Internet. Most games do "online" because they compensate for lost traffic, delayed delivery of traffic and so forth. As you fill the pipe, packets will be dropped (UDP) or delayed (TCP) as part of the TCP/IP congestion avoidance algorithms when they kick in (they start doing things to you at about 30% or so of the capacity of the pipe...). With so much bandwidth being used compared to the games we've got today, it's going to be difficult for them to accomplish the return end compensation for these issues. Dropped frames won't cut it here- you'll end up with a jarring experience that's different from lag induced issues that we've all seen with online games.

    It works in the low-end numbers tests they're running (and they couldn't be running large numbers tests because of the associated burn-rate supporting more than a couple hundred subscribers...) because they're not tripping over peak values overmuch in the local testing or even the remote testing they're doing with GaiKai and OnLive.

    As you can see, my disbelief has less to do with the compression and more due to realities of how the Internet and TCP/IP actually work- and they're going to be broken upon the wheel with this stuff. As for claiming that they're lying- I don't think they're knowingly lying. I think they've missed a few tenets that I've laid out in simplistic terms and they are barking up the wrong tree with a neat "what if we..." line of thought that should have been scotched when they did the aforementioned napkin math I did here in this post.

  • Re:Streaming games (Score:3, Informative)

    by Nursie ( 632944 ) on Thursday September 10, 2009 @11:27AM (#29379129)

    What the hell are you talking about?

    You clearly haven't used Be broadband. No limits. May have a FUP, but mostly aimed at heavy users. 24 Mbit (ADSL, so YMMV) for around 19 quid a month. Get a static IP for an extra pound.

    The UK is ahead of the US in terms of broadband.

The nation that controls magnetism controls the universe. -- Chester Gould/Dick Tracy

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