kitler53 said:
i've spoken out against "always online" being manditory for hardware and i do still believe that. too much of the world is just not ready for that yet, that's just being realalistic. but a good portion (and most importantly,.. myself) is ready. i tried gaikai's demos like the day sony bought them and it worked great for me. i'd love a really good cloud solution. i already use it for my music which is great for when i'm at work or my mother-in-law's house. yeah yeah, onlive failed. but i think sony or MS can make it work. the biggest problem, imo, with onlive is it didn't support a large enough percentage of new games. none of MSonintendoy's exclusive and only like 1/3 of the third party games. anyways, i'm an early adopter in a lot of regards. i'm ready now. in 5 years i think cloud gaming will be fairly mass market.. or at least could be if they don't fuck it up too badly.
..which brings me back around to my point. BC via gaikai (aka pre-populating my cloud gaming account with lot of "free" games) sounds great to me. |
As I said, I have technical doubts. Online gaming is *very* sensitive to latency and as we all know having more than 1 client in your network doing traffic latency can jump easily over three times what you have in an optimal scenario. But this is only "your" side: The other are the data-centers which have to be connected very close to your isp and they have to deliver the packets fast, too. This will cost a *lot* of money because you have to have many data-centers with very high power and very good internet-connection all over the world.
My company did the connection for onlive in 2011 and our network-guru had to do a lot of fiddling so that gaming was "ok".
Also, as it is given that you will have latency, I think some games are not really made for game-streaming, especially fast-paced ego-shooters.








