from the better-than-lukewarm-rejection-i-guess dept.
Vigile writes "When the OnLive cloud-based gaming service was first announced back in March of 2009, it was met with equal parts excitement and controversy. While the idea of playing games on just about any kind of hardware thanks to remote rendering and streaming video was interesting, the larger issue remained of how OnLive planned to solve the latency problem. With the closed beta currently underway, PC Perspective put the OnLive gaming service to the test by comparing the user experiences of the OnLive-based games to the experiences with the same locally installed titles. The end result appears to be that while slower input-dependent games like Burnout: Paradise worked pretty well, games that require a fast twitch-based input scheme like UT3 did not."
Top Ten Things Overheard At The ANSI C Draft Committee Meetings:
(8) I'm on the committee and I *still* don't know what the hell
#pragma is for.