View Full Version : Multi player games
B1553r
03-25-2009, 10:56 AM
Will OnLive be able to have bigger mp games? I mean, all the mp clients are going to be... basically on a lan with each other, so it should be able to do some crazy large mp game experiences right? 100 people on a fps server? 500 people all on one giant map?
username
03-25-2009, 02:09 PM
Well with Massive Action Game in dev for the ps3, it is possible. I would imagine if this system works well, that developers would look into developing games just for it. But, who knows.
legendarytomuk
03-26-2009, 07:43 PM
Well CoD 4 on computer has that amount, and this is simliar to a computer
Subby
03-27-2009, 01:19 AM
The possibilities opened up by this are probably going to drive the market toward exclusive games.
1. Graphics better than any console or computer on the market and always getting better with new hardware (no new computers to buy or consoles to design).
2. Significantly reduced lag between players in a multiplayer game.
Current MP games transfer data in this way:
Client Input ---> Server ---> Server sends your input data to every other client ---> Client Computer Renders the models to move in the direction told to by the server.
OnLive MP games:
Client Input <--(video stream--> Service Center ---> Sends input data to Multiplayer Server ---> Multiplayer Server sends input data to the Service Center
If the MP Server and the Service Center are at the same location then it will be at lan speeds and thus, multiplayer games will feel like everyone is on a lan connection (as long as the client can stream that video fast enough).
BIG GAMES? I would say HECK YEAH.
ZULND3R
03-27-2009, 01:22 AM
The possibilities opened up by this are probably going to drive the market toward exclusive games.
1. Graphics better than any console or computer on the market and always getting better with new hardware (no new computers to buy or consoles to design).
2. Significantly reduced lag between players in a multiplayer game.
Current MP games transfer data in this way:
Client Input ---> Server ---> Server sends your input data to every other client ---> Client Computer Renders the models to move in the direction told to by the server.
OnLive MP games:
Client Input <--(video stream--> Service Center ---> Sends input data to Multiplayer Server ---> Multiplayer Server sends input data to the Service Center
If the MP Server and the Service Center are at the same location then it will be at lan speeds and thus, multiplayer games will feel like everyone is on a lan connection (as long as the client can stream that video fast enough).
BIG GAMES? I would say HECK YEAH.
Another advantage to this is elimination of players using their internet connection to "standby" or alter the game in that sort of manner. The only thing the gamer can control is direct input to the game. They have no access to code of the game or anything else. Glitching could still theoretically be possible, but we'll have to wait and see.
Outlawed Toker
03-27-2009, 07:49 AM
Yea, I was thinking about that as well.
All the pc's that do the computing are going to be on one large local network. So no more lag right? unless it is truly from your connection to the computers.
but yea, the network is supposed to be very fast. For example, supposedly when you purchase a game it copies the whole multiple gb game over to your personal space on the network, but it only takes a few seconds to do.
So yea, their local network is fast.
B1553r
03-27-2009, 08:59 AM
Well since they want to be co-lo, I am guessing they are using some sort of blade system, with a system board of their own design. Right now that would be a quad core something or other, A nice specialized video chip from NVidia, (as NVidia is listed as one of their partners) and a hunk of ram. The backplane is probably some 10gb short haul ethernet thing. Then some sort of SAN device would serve all the various servers hard drive needs. There would probably also be a router giving the whole rack a 1 gbit internet connection to the co-lo network. In a single rack like that you could service 100+ people, at the same time, in a single rack. Oversubscribe the thing.... Hmmm 10 times, and that is enough server for 1000 subscribers.
SO yeah, that would be a crazy lanparty if all the people were on that single node. The latency between "servers" would be < 1ms Still accross nodes I think latency would be less than <10 ms (has to go accross router)
So yeah, we are talking crazy large BF1943 games;)
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