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Thread: Why is Android Onlive Client always connecting, the Windows Onlive client sometimes
  
   

  1. #11
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    Quote Originally Posted by dxbguru View Post

    also any reason why all the games can work on a windows PC and not on an android tablet (e.g. Bioshock) if all the processing etc is happening on the server side and the controller I am using is the same (XBOX and PS3 controllers). So why is Limbo working and not Bioshock.
    I think it is due to a licensing problem with 2k and mobile support.


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  2. #12
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    Quote Originally Posted by dxbguru View Post
    Is it possible to launch the app on the windows client via parameter at startup etc to launch independant of the bandwidth? Whenever I am able to connect the experience is actually very good, but as mentioned it needs simply too many attempts as i am around 2mb min requirements it seems. so when it is a bit over it goes through.
    My apologies, I'm not clear what you're asking. I will just give a broad answer, and hope it helps. Unforutnately with bandwidth, there are a lot of variables that come into play, and only a small amount you have any control over. If you're at the minimum 2mbs, your easiest solution is to either upgrade to a faster service plan or switch to a faster ISP; i realize this may not be an option. Beyond, I would suggest using a wired connection to your modem or router from the OnLive microconsole or PC. I would probably put that machine in the DMZ on your router. Unfortunately, using WiFi adds more variables and adds to ping, which takes away from your adding more efficieny.

    That said, don't loose heart. OnLive has come a long a way from what it was like before. I signed up during the Founder's promotion, which was right after the initial public opening. Back then, no wifi, 5Mbs, dual core processor 4 gigs RAM. I have a good fast service, and I'm within 50 miles of Palo Alto, where OnLive headquarters is located, and use to get service issues based on bandwidth or ping times. I was also using WiFi via an Ad Hoc setup from a laptop PC because the only computer that could run OnLive was my HTPC, which was no where near my router or any other ethernet wire.

    Now, the requirements are so much less. I'm sure they're still working on trying to better their algorithms to add even more efficiency, which will mean the bandwidths requirement will probably lower some too. OnLive has stated the can do 1080p video but the bandwidth requirement for the avarage household is not sufficient. I assume they want to bring 3D as well, and that will require even more bandwidth. Thus, it's fairly safe assumption, they want to improve it so they can bring the higher resolutions.

    Unfortunately, you are experiencing the issues of what being an earlier adopter.


    Quote Originally Posted by dxbguru View Post
    also any reason why all the games can work on a windows PC and not on an android tablet (e.g. Bioshock) if all the processing etc is happening on the server side and the controller I am using is the same (XBOX and PS3 controllers). So why is Limbo working and not Bioshock.
    I personally don't know. I'm not any kind of OnLive insider or have inside connections. Maybe Ed Krassenstein, one of the OnLiveFans people may know. My guess, I agree with the post above in it being a licensing issue. I didn't look to see if it's just 2K games missing or others, or if only some 2K games. Unfortunately, we see this happening on other services such as Hulu versus Hulu Plus or SkyTV versus Sky Go.

    Although, it is possible that some games just aren't working properly on the Android client. I'm not a programmer, so I may be off. From what I read, for games on come to OnLive, there is some optimization that has to be done. I'm not sure if OnLive or the developers do it. Thus, it's possible some games may need optimization for the Android client, beyond creating touch inputs.

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    On another site I frequently a lot, there is a thread where I have discussed my experiences with OnLive. If you read my The first post after trying to use OnLive the first time, it didn't go so well. But after tweaks it got better. Later, after OnLive made improvements, it got a lot better.

  4. #14
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    thank you very much to all of you for all the kind replies. I think what Onlive is doing is really impressive and I just hope it would be left to the customer to try out even if the network connection to Onlive might be below minimum (see when I am able to connect I am sometime barely above the minimum requirements but I am actually very happy about it, so when i am not able to connect I am barely below the minimum but I still would be Very close, so therefore would love to be able to connect nevertheless)

    My query earlier was about the following though, whether I can go to the start-run-prompt in windows and launch Onlive with any parameter that would "bypass" the bandwith check (only of course if this is legal?): something like onlive.exe /slowlink (just suggesting, I don't know any parameters for onlive executable).

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    oh, I don't think it would work because the client do the bandwidth check after you sign on, but haven't connected to service quite yet. What you're talking about is more about PC resources. Although, PC resources can have a effect, but's more of a ping effect than overall bandwidth. Reminds me of the old days gaming on DOS/Windows 3.1, where a boot disk was your friend and a necessity.

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