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View Full Version : 3/30/09 - OnLive on-demand: A potential threat to gaming to console - msn.com



Ed
03-30-2009, 01:52 PM
Article From: http://computing.in.msn.com/articles/article.aspx?cp-documentid=2321014


`OnLive on-demand': A potential threat to gaming to console


TV screens. This cloud-based game distribution service is already a potential threat to existing game console makers like Sony, Microsoft, and Nintendo.
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OnLive was started by Steve Perlman, founder of WebTV and the guy behind QuickTime, along with Mike McGarvey, former Eidos CEO. The OnLive Games on Demand System had undergone seven years of extensive testing and development. With the OnLive games distribution service, its makers claim to change the face of PC and Mac gaming.

So far, nine third-party game publishers, who include Electronics Arts, Ubisoft, Warner Bros. Interactive, Take-Two, THQ, Epic Games, Eidos, Atari, and Codemasters, have committed to involve themselves in the game distribution service. These game publishers would also be retailing games as usual.

The OnLive MicroConsole consists of a device that connects the PC, Mac, or TV to the subscription-based cloud services using Ethernet connection. Best part is that the service will run on any PC regardless of the configuration. This sounds like a win-win situation for low-end PC owners and even Mac fanboys.

However, it would be worth noting if any gaming enthusiast is able to pump up extra action with their high-end hardware. Games like Crysis could be pushed from clouds at full graphical settings.

Games would be streamed at 720p resolution and 60 frames per second with negligible lag. Sounds drool-worthy, but the biggest bottleneck here would be the Internet connection. One can expect standard definition content at 1.5 megabits per second, while for the 720p HD content a fat 5 megabits per second Internet pipe would be necessary.

OnLive creators boast that their proprietary compression technology will result in lag time of less than one millisecond. It's being said that OnLive creators have closely worked with the cable and Internet service providers for total elimination of the data packet loss.

How does OnLive work?
To use the OnLive service, one would require a subscription to OnLive Games on Demand Service and the OnLive MicroConsole. With two USB ports and the capacity to connect up to four wireless controllers, the small OnLive device will require Ethernet connection, and offers HDMI as well as audio out ports. Even the game controller with two analog sticks, one direction pad, four action buttons, and other controls looks polished and state-of-the-art.

For using the service, users can connect the MicroConsole to their PC, Mac, or TV through the HDMI out port. Then, a lightweight application will be used as the login and browsing interface to connect the OnLive setup to the 'cloud servers' carrying all the games. The next step is to select the game and then start playing as soon as the streaming of the game starts.

Currently, the OnLive service is closed, but will soon become a public beta later this summer and finally will be launched in winter this year. OnLive currently offers top game titles like Crysis, BioShock, FEAR 2, Tomb Raider Underworld, Unreal Tournament, Mirrors Edge, and so on. To know more visit the OnLive website.

Is OnLive powerful in terms of graphics?
Promising up to 720p HD quality games from top-notch third-party game publishers, OnLive's basic aim was to eliminate the requirement of high-end hardware configuration. Games available on OnLive's cloud servers would be delivered at full settings on the PC, Mac, or TV.

To run games at 720p video quality would be amazing since the games would be lying on OnLive's cloud servers and not on the users' systems.

So it's possible to play the games on the low-end netbook with 5mbps Internet connection. However, streaming 720p games on a $200 netbook wouldn't make much sense, so even standard definition will do. The Mac system owners can finally enjoy their moment of glory since they'd be able to enjoy all the titles that were restricted only to PC and other gaming consoles.

However, it's unlikely that games published by Microsoft, Sony, or Nintendo would be available through OnLive's Games on Demand service. So, people will have to continue buying the games from the respective first-party publishers.

Challenge ahead
OnLive has literally shaken everyone's perception on how games could be distributed and played in the coming years. Game console makers - Sony, Microsoft, and Nintendo - have their own online mini-games or downloadable content services. On PC, services like Valve's Steam engine have been successfully distributing popular games on demand.

The OnLive games distribution service will largely appeal to game publishers and Internet service providers. The reasons are obvious - more money, but that will require large investments in terms of Internet infrastructure. Internet connection is and will be the biggest bottleneck as underground cables in the sea continue to be destroyed.

Graphics hardware manufacturers will face a hard time as OnLive promises smoother gaming even on low-end computers.

Also, OnLive will have to run huge data centers carrying game cloud servers for keeping the system alive 24x7. Hence, questions about power consumption and 'green computing' already have started popping up. Undoubtedly, Games on Demand service might be the next generation step for games distribution. If the game industry manages to overcome Internet bottlenecks of governments and Internet service providers, then it looks like a win-win situation for everybody.