OnLive CEO Provides Details On Cloud Gaming 136
eldavojohn writes "OnLive is a new cloud gaming service that is in beta testing. While it might sound like nothing more than corporate buzzwords creeping over into the gaming world, a new video reveals how the CEO claims his service will work. Perlman explains OnLive's solution to the video game compression problem and talks about the '80 ms latency budget.' It's pretty interesting to listen to him figure out this budget and where the 'costs' come from. (Video only.) Now, this all hinges on the 'microconsole,' which — as he reveals at the beginning of the video — is so cheap they plan to give it away. We may also see it incorporated with TVs and other electronic devices. He goes on to talk about perceptual science and dealing with packet irregularities on the internet."
Linux? (Score:4, Insightful)
Does it run on Linux? I mean I know this question is often used in jest, but I'm serious.
Oh yes (Score:5, Insightful)
"is so cheap they plan to give it away"
Hey Perlman (if that is your real name): the dot-com bubble called. They want their failed business strategy back. Subsidise the hardware, sure, but don't give it away. That's just asking for financial disaster. Your business is risky enough as it is.
Wait... (Score:2, Insightful)
What's the problem? (Score:4, Insightful)
Comment removed (Score:3, Insightful)
We already have clouds gaming...MMORPGs (Score:4, Insightful)
Servers that scale: check. Resources brought online as needed: check. Software as a service: Check.
And that's what make MMORPGs SUCK in my book. I can't play on the train (unless I spend a lot on wireless broadband - it ain't cheap in Aus). I have to rely on servers being up. I don't have time for any of that. If I get an hour to play a game, it needs to be available then and there whenever and whereever I get a chance to play.
If I want online chat I'll socialise with real world friends and family. I even have a couple of backups (mobile phone and land line). If you think I'm a luddite keep in mind I was on Skype and MSN with my mother 2 nights ago (after going round and fixing the security on her wireless network). I know there are people who love these games - even to the point of neglecting "real" life, but I just can't get into a system where my pleasure is at some company's control. I don't want to play a game against a freakishly good 12 year old. I might be interested in a game against a real world friend but I don't want something that saps my time and requires friends interested in the same niche as me.
By all means diversify but can we please keep traditional on a cd/dvd games that don't require a cloud, or even a network?
Re:We already have clouds gaming...MMORPGs (Score:4, Insightful)
Hi, server, it's Rogerborg - I'm back online. Yeah, the thing is, while I was playing offline, I won the game, got all the loot and hit level infinity. Be a good chap and update the world state, would you?
What, you don't believe me? Dude, would my client lie to you? Seriously, don't be so paranoid.
Re:We already have clouds gaming...MMORPGs (Score:4, Insightful)
Servers that scale: check. Resources brought online as needed: check. Software as a service: Check.
And that's what make MMORPGs SUCK in my book.
Yet MMORPGs are a massive success. They fit in with the desires of millions, you're just not one of those millions.
I don't buy makeup. I don't boldly announce that the makeup industry can't possibly make money.
Re:Oh! (Score:5, Insightful)
You want to roll out in a market you're familiar with first (your home market), and during that time, you can have people do research on other markets and line up all your local people and resources.
You don't want to just jump into an unfamiliar market right away, that leads to problems.