@the2bears, yep, time will tell.
| Black RL said: @mrstickball I don't think it's going to be a problem, some of the games you play right now have HORST lag than that. |
Well, the highest I have seen is about 4 frames with 30fps(~133ms lag) caption and thats on PC, with CRT monitor and mouse that has wire. ( http://www.youtube.com/watch?v=YtjzcmliDkw )
The thing is that you always lose one frame atleast. My own engine can do it withing next frame. :)
http://www.gamasutra.com/view/feature/3725/measuring_responsiveness_in_video_.php?print=1
Games that run at 60 fps:
Games that run at 30 fps:
My Mario Kart Wii friend code: 2707-1866-0957
Why does the OP say there will be no response lag, when the Kowenicki's quote says otherwise.
Back from the dead, I'm afraid.
| mrstickball said: Why does the OP say there will be no response lag, when the Kowenicki's quote says otherwise. |
That's not even the real issue here, because only the most naive would believe something like that. The real question is why they state their service has better response time than a regular console.
My Mario Kart Wii friend code: 2707-1866-0957
| kowenicki said: @NJ5 Yeah having done a bit of reading... It does seem a bit odd. Its def quicker than a home and wired set-up... how!? |
To put it simply, the guy is lying. According to the gamasutra article, the latency he mentions isn't even enough to cover the LCD/Plasma screen update.
My Mario Kart Wii friend code: 2707-1866-0957
NJ5 said:
To put it simply, the guy is lying. According to the gamasutra article, the latency he mentions isn't even enough to cover the LCD/Plasma screen update.
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Who knows what test "results" they're portraying. The real world situation is going to be multiple hops across the internet and the lag to do a round trip packet is going to be pretty hard to overcome or code around. Hardly new in concept, just another reworking of client/server.
| kowenicki said: so how come they have all these developers signed up? surely they had to demo the tech? |
I wondered about that earlier in the thread, and Khuutra had this plausible reply. Developers probably have little to lose and potentially something to gain by signing up, so why not?
My Mario Kart Wii friend code: 2707-1866-0957
It is a low-risk solution, and requires almost no work from the publishers.
If your running the game on another computer, allowing access, then displaying the results....What kind of technology is actually involved in that, from the developer's side?
Answer: Very little or none. All you'd need is a way to capture the video from the game, to send it to the user after their input to the game.
So, all the developers/publishers would need to do was allow OnLive to legally access, and distribute their game to their server.
It's kind of the same thing behind a movie company allowing Netflix or Hulu to display their movie(s) and media: It really takes nothing on their side, other than approval for the media.
Back from the dead, I'm afraid.
It could work for games with low hardware requirements. However, to play FPS shooters with high quality graphics, it's a no go. Imagine: a server with 64 players. The datacenter will have to handle all the graphics processing of the 64 players. You can't do that in a single computer. If you use virtual machines, GPUs won't work.