OnLive: on-demand video game distribution system announced at GDC 09

Despite not being at E3 OnLive did put a setup in a nearby condo and invite gaming press to check it out. What did Joystiq think?

http://www.joystiq.com/2009/06/03/impressions-online-and-live-with-onlive/

Impressions: online and live with OnLive
by Kevin Kelly { Jun 3rd 2009 at 2:00PM }

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Even though OnLive said they wouldn't be at E3, we stumbled across a test for the streaming game service and gave it a shot. It wasn't actually on the show floor, but inside an actual home ... as in luxury downtown condo that no one actually lives in. OnLive rented the place for the experience, and they claim the service was running over a normal at-home internet connection.

As proof they showed off an actual Time Warner cable modem to prove that the experience was real, complete with blinking lights (pictured above) and bundles of cables. An OnLive executive told us that speeds through the modem were averaging four to five megabits per second, which is at the top end of a low end cable modem usage tier. We wanted to crack that sucker open to make sure it wasn't filled with pixies armed with LED lights, but time did just not allow. So how did everything work? You'll have to head beyond the break to find out.

The service worked well to make us suspicious that they'd actually moved one of the their servers into the back bedroom, but we were assured that it was running off a bank of machines in Santa Clara, almost 350 miles away. We played a shooter, a racing game, and a flight simulator, and a first-person action game (we weren't allowed to disclose titles) on a big LCD television in the living room through their microconsole, and on a MacBook Pro running the service via the browser plugin. We used a prototype of their Xbox-style controller on the TV, and tried out both a mouse and keyboard combination, and a Logitech game controller on the laptop.

Of the four games, the shooter was the only one that felt slightly sluggish, and it was also the only active multiplayer game out of the bunch, pairing us with other OnLive users scattered around the country. It also was a title we weren't that familiar with, and since it's E3 week we can't just go home and try it out and see if it was the service, or if that's just how that game plays. Everything else performed very well: several of the games were extremely reliant on timing, and we were able to nail jumps and avoid obstacles fairly easily after a couple of tries.

What was very slick was the interface: multiple streaming video windows of other players playing at that moment form a tile background, and they flip and transition as you move from location to location within the GUI interface. Most of these videos are canned, since they only have a hundred or so beta users right now, but they'll eventually be all live streams. In the Arena, you can scroll across all of these and click on any of them to spectate in full-screen mode, and in some cases join their game instantly.

When you launch a game from your collection, you'll see a brief video of that title while a progress bar fills up at the bottom of the screen, but at longest that load took us no more than 10 seconds. Once you're in the game, it's just like a normal game experience. A press of the center OnLive button, or a keystroke when you're playing with a keyboard, will take you back to the OnLive "home" space, for lack of a better word. You can also press the right thumbstick down or hit alt-b on a keyboard for the 15-second "Brag Clips" we talked about earlier, which are transparently saved out into the OnLive ether instantly.

In summary, the thing works. Games load and play fairly quickly, we didn't have any hardware on-hand other than the microconsole and their controller, and no physical media like game discs or files. Although the speeds indicate almost full usage of a low-end cable modem connection, which are below normal DSL levels, so you're probably going to use cable if you plan on getting on this service. They're in the process of rolling out a closed beta, and we're hoping to be a part of the open beta later this summer. Stay tuned. Or live. Either way.

What I can take from this for sure is that my Internet is not fast enough, but it can work on a proper setup.

That said, I do worry if they experienced minimal sluggishness on one game while still in the pre-closed beta stage. As it grows it will become exponentially harder for them to keep their server capacity up to speed. I think the final time to determine if it works is a few years after it has been open to the public.
 
On live is a great idea in theory, cutting out your own hardware and having them maintain and upgrade their in house 'rigs' to provide the best gaming experience. No more RROD's or Spinning Loading Icons!

The only problem is in a country such as the UK with a very old phone infrastructure it just simply will not work because the broadband wont be able to cope. As it is many ISP's are throttling speed on access to BBC iPlayer! can you imagine what everyone using On Live would do!

There are other niggles such as the pricing and useage of the service (your going to pay full wack for everything) but it seems like a worthy alternative to the conventional way of gaming. They just have to ensure no lag.

Robin.
 
Lag? NO WAY!!! I didn't see that coming.

Oh, hang on. He explains that he demoed it outside of their carefully controlled setup. Well, that makes it all better, because we all live in an ideal setting for OnLive.

How close to a data center do you have to be? Will getting OnLive be liek getting DSL ten years ago, you have to call and see if your local exchange is updated for it yet?
 
Lag? NO WAY!!! I didn't see that coming.

:)

Steve Perlman, founder of OnLive was at DICE 2010 demonstrating the latest beta version of his cloud gaming service. Here is an article from Gamasutra regarding the recent updates:

DICE 2010: OnLive's Perlman Showcases Cloud Gaming Service Improvements
Published on 2/18/10 by Simon Carless

Game streaming technology developer OnLive showed the progress of its upcoming service by way of a session by founder Steve Perlman at the DICE Summit 2010 in Las Vegas, with demonstrated features including a new version of the beta, an iPhone version of the client, and new social features.

OnLive, responding to what it perceives as the demands of modern consumers, allows users to play high-quality video games by rendering graphics remotely and streaming the frames as compressed video -- meaning no expensive game consoles or advanced PC graphics hardware is necessary on the user's end. Perlman cited a Sandvine study released late last year, revealing that real-time entertainment internet traffic is now 26.6 percent of total traffic, up from 12.6 percent in 2008.

In fact, he said, the given delivery medium is becoming less and less important. People no longer say that they're going to "watch a DVD," for example; they simply say they are going to watch a movie, which could be delivered in any number of ways, including streaming.

But, worryingly, Perlman noted that many of these industries outside of games don't actually make a big profit on streaming media. Even major sites like YouTube have seen major profit challenges.

And video games are a different beast entirely. A large file is generally needed before a game can start loading, games are tied to specific devices like consoles, and online games can't be pirated.

Still, Perlman believes that, even though lower-footprint Flash and iPhone games are much closer to being delivered instantaneously than their larger-scale cousins, their monetization model is much worse. The answer? There's a need for "instant gameplay of high-quality games," he said.

To achieve that, the consumer must be focused on the game, not the client device, Perlman said, while the Internet mitigates issues with piracy and used console game sales. OnLive is predicated on that model.

"If the money [from used games] is not going back to the people making games," Perlman offered pointedly, "in the end the games are not going to be as good."

Perlman demonstrated the new beta version of the cloud-based system, which includes number of social elements and will roll out next week. While booting it up, he joked that the service ran smoothly "if you are using a legitimate copy of OnLive" -- a reference to an unauthorized OnLive beta review that surfaced, apparently outside the beta's geographical catchment area.

OnLive has been doing years of testing in thousands of locations and homes across the U.S., and claims it has created the "first [video] compression algorithm in the world which is adaptive to the nature of the connection" -- meaning it changes based on the user's type of internet connection and other factors, such as the degree of packet loss.

The firm currently data centers set up in the San Francisco Bay Area, Dallas, Atlanta, Chicago, and the Washington, D.C. area, It routes its streaming traffic through multiple internet providers to find the quickest way to each individual user. The DICE demo was streaming from the Bay Area data center, roughly 500 miles away.

Showcasing a "major progression of social features" on the platform, Perlman demonstrated that users can now see friends and friends of friends playing games in real time through video streams, and send them messages while they play. Players can easily capture the last 15 seconds of any game and share them with friends by way of an Xbox Live-like social interface.

All OnLive games load swiftly since they boot off RAID arrays in the data centers, but Perlman pointed out that games incorporating the OnLive SDK load even more quickly. He backed up the claim by booting up Unreal Tournament III, whose title screen appeared after only about a few seconds of waiting.

As a final party trick, he showed Crytek's notoriously-demanding Crysis running on an iPhone version of the client. Like other OnLive games, it was actually a full high-definition version of the game running on the cloud, but resized to fit the iPhone's screen resolution. Perlman did admit that some combinations of games and platforms might demand considerable control redesign to ensure practical playability.

Perlman said "hundreds of thousands of people" have signed up for the OnLive beta so far, and the company is ramping up new server deployment, with new servers going in this week. Declining to state what exactly is coming next for the service, Perlman concluded with, "We're going to have some things to announce soon."

Personally I remain impressed by the concept, yet very unimpressed by the reality, especially considering the continued problems and not improvements of ISP networks and reliably fast service (or lack thereof), and rising costs of higher bandwidth services. This is likely a service that is ahead of its time by several years, and in the meantime at best it will likely be a niche product, and not the main stream product Perlman expects it to be.
 
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Apparently it's up and running, I saw an ad for it prior to signing in here, that is all I've seen so far as advertising.

Link

Thus far I see no advantages over an actual console or other sites like Gametap and Steam, although I haven't had a chance to look around the site much.
 
I really dont think OnLive will take off because broadband connections even today are unpredictable and people are not sure what will happen if this folds in a like a year. Your going to need a seriously good broadband connection with unlimited data usage and not mind paying a pricey subscription and full RRP for games which are totally in the air!

I personally like my games and hardware 'tangible', if I don't have it in front of me I dont feel like I own it.

Robin.
 
My onlive micro console is in the post and should arrive tomorrow. I bought it as I received a voucher to buy the console for £1 and got 1 month free trial (normally £6.99) so in all I at least get to have a go for a quid and see if it works!

Stand by for thoughts and feedback after a session on it tomorrow!
 
Pretty interested in this I have to say.

Anyone actually tested this yet? And can you demo it for free to see how it works on your Internet connection?

EDIT: And it doesn't work where I live. :censored:ing UK Internet.
 
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My delivery was delayed! It only came today so I will be setting it up within the hour and giving it a good run with my thoughts up tonight. :)
 
Is anyone playing OnLive? I'd like some friends :)
Currently the only game I have is Dirt 3.
There is literally NO ONE online :lol:
 
Is anyone playing OnLive? I'd like some friends :)
Currently the only game I have is Dirt 3.
There is literally NO ONE online :lol:

We can add this to the list of problems with this type of service, and that if there are not many users, it can be quite challenging to play a multiplayer online game.
 
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