famousringo said:
The service currently supports 720p, and needs better network bandwidth before it can support 1080p. A lot of HD console games have a native resolution of 720p or less, so it wouldn't really be a downgrade compared to most HD games. The service provides that resolution at 60fps, which is better than most console games, but due to network inconsistencies it can drop as low as 20fps. Most HD console games are able to provide a more consistent framerate. Because the service uses high-performance data clusters, the graphical performance pushing those pixels and frames can be much, much higher than console or PC could do, and so it could offer effects that home gaming systems can't match, but whether that's cost effective for OnLive to offer that much performance is another question. And for your final question, OnLive should be able to work on any device with fast enough network and CPU to decode the stream. The video demonstrates the service working on an iPad, though it seemed to be losing a lot of frames compared to the laptop. He tried to demo the service on an iPhone, but couldn't get it to launch, so OnLive clearly hopes to offer the service on tablets and smartphones in the future. |
ahh i see, not a bad piece of tech. thanks.
e=mc^2

Gaming on: PS4 Pro, Switch, SNES Mini, Wii U, PC (i5-7400, GTX 1060)







