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OnLive Makes Crysis on a Netbook Possible

Next news
12:22 PM - March 24, 2009 by Marcus Yam

Could this be the start of the “one console future”? It could be, and it’s one that will let you run Crysis on your $200 netbook.

Instead of having to run your own word processor, email and appointment manager on your computer why not make a server do all the work for you--like AMD's Fusion Cloud--to access from any net-connected computer. That’s the idea behind cloud computing, and it will soon be coming to gaming -- not just casual gaming -- hardcore gaming.

That’s the idea being OnLive, a California-based company who has been working behind closed doors for the past seven years. Specifically, OnLive’s technology will allow for Crysis to be rendered and played remotely, then encoded into a streaming video to be sent to the player via a broadband connection.

"What OnLive does is seamless and completely transparent, and it does not have any requirements for the local system," said OnLive CEO Steve Perlman in a Gamasutra story.

As long as the player has a decent broadband connection a computer that’s fast enough  to decode the video (most modern machines should qualify), then even the most demanding games should be possible.

The OnLive client will run on a PC running Windows XP or Vista or a Mac with OS X through a 1 MB browser plug-in. Those who wish to play from the couch can purchase a small MicroConsole (for less than the price a Wii), which has audio and video outputs as well as USB ports and Bluetooth for voice chat. OnLive has yet to reveal pricing of its subscription model.

OnLive says that a 1.5 Mbps broadband connection would yield “Wii level” resolution. We’re assuming that means 480p in resolution, but not overall visual effects. After all, Crysis at 640 x 480 is very different from a Crysis running under Wii hardware. A 4 to 5 Mbps broadband connection is needed for HDTV resolutions, which we assume to be 720p.

Of course, any game played over the internet is susceptible to lag and action games require near-instant input and feedback. OnLive said that it has fixed one part of the equation.

"Not only have we solved the problem of compressing the video games, we've solved the latency problem," Perlman said to Gamasutra. "We knew, in order to make this thing work, we'd have to figure out a way to get video to run compressed over consumer connections with effectively no latency. Our video compression technology has one millisecond in latency -- basically no latency at all. All the latency is just for the transport, and we've also addressed that."

So, it takes only one millisecond to encode the rendered output into video, so now the latency obstacle is the “ping.” And unlike today’s games’ client-side tricks, which can hide lag, reducing between input and response via an encoded video from OnLive becomes of the utmost importance.

We hear about pipe dream technologies all the time, but OnLive’s is apparently granted credibility with its already impressive industry support of Electronic Arts, Ubisoft, Take-Two Interactive, Warner Bros. Interactive Entertainment, THQ, Epic Games, Eidos, Atari Interactive and Codemasters.

OnLive is showing 16 titles at the Games Developer Conference this week, including Crysis War, Burnout Paradise, FEAR 2, Mirror’s Edge, Unreal Tournament III and Company of Heroes; and if all goes as planned, this technology could soon wipe out the need to perform yearly, costly CPU and GPU upgrades just to play the latest games.

Source : Tom's Hardware US

Talkback
Add your comment
Claimintru 03/24/2009 6:45 PM
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-9+

Horrible idea. What are you going to do, pay them to render your own games in low resolution for you? What if a new game comes out and 15 Million people are requesting renders of it simultaneously? I would love to see a server farm/internet backbone to handle all that traffic.

hellwig 03/24/2009 6:47 PM
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-5+

The only problem with OnLive is 480P and 720P are NOT good resolutions for playing on your average computer monitor. Sure, if you have a 480P or 720P Television, those resolutions are fine, and OnLive might offer a nice alternative to the XBox and PS3, but OnLive here is missing out on two key factors:

One, Wii users obviously aren't about the graphics, they're about the playability. Unless OnLive can license the Wii's game library (and controllers), its not going to be a big competitor there.

Two, lots of PC gamers like getting the latest and greatest hardware to play the best looking games on their PC. As stated before, 720P will NOT satisfy those customers. Sure, enthusiast PC gamers aren't the majority, but they seem to be enough to drive whole markets with enthusiast PCs, GPUs, CPUs, etc...

Curnel_D 03/24/2009 6:49 PM
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-4+

With america's broadband netowrk in the state that it's in, I dont see this working out for alot of people. For instance in my area, 1 meg download is the highest I can get, and I pay 70 a month for it. And another friend who pays for a 10meg cable connection cant game when he gets home, because the connection tanks when people hit the torrents and web surfing in his area.

Hatecrime69 03/24/2009 7:06 PM
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-2+

says welcome to old news

Hatecrime69 03/24/2009 7:07 PM
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-3+

Hatecrime69 :
says welcome to old news


streammygame.com

Grims 03/24/2009 7:16 PM
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--1+

Well, look at QuakeLive, it is very playable and looks very good. I would think it would use similar technology.

SneakySnake 03/24/2009 7:19 PM
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-4+

its got potential but I'd rather my game be based off of my hardware rather then Ineternet service provider. You can't overclock your internet speed

Zenthar 03/24/2009 7:42 PM
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-3+

Even if they are able to pull it, I would prefer a "private cloud" where we own the hardware and software so when you buy something, you actually own it and nobody can pull the plug on you (*cough* DRM *cough*). If a bunch of people decide to make a "cloud community", good for them, but it shouldn't be mandatory.

Dreasconse 03/24/2009 7:44 PM
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-0+

Problem is resolution, or if your 'net goes down.
I refuse to run any game in a rez lower than 1600 by 1200, and that only for games that don't support widescreen. (unless it's a really old game, like the original fallout)

Humans think 03/24/2009 8:05 PM
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Hatecrime69 :
streammygame.com



LOL, I think that stream my game is even better :P

Tindytim 03/24/2009 8:08 PM
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-1+

The only time I'd want cloud computing touching my gaming is when it would be a supplement to my pre-existing hardware. I'm not giving up my hardware so someone else can charge me a rate for computing power I could get for much cheaper.

tenor77 03/24/2009 8:29 PM
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-0+

One server to rule them all!

Tindytim :
The only time I'd want cloud computing touching my gaming is when it would be a supplement to my pre-existing hardware. I'm not giving up my hardware so someone else can charge me a rate for computing power I could get for much cheaper.



Agreed.
Cloud computing for my media-sure
Anything else = no thanks

Shadow703793 03/24/2009 8:49 PM
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-0+

hellwig :
The only problem with OnLive is 480P and 720P are NOT good resolutions for playing on your average computer monitor. Sure, if you have a 480P or 720P Television, those resolutions are fine, and OnLive might offer a nice alternative to the XBox and PS3, but OnLive here is missing out on two key factors: One, Wii users obviously aren't about the graphics, they're about the playability. Unless OnLive can license the Wii's game library (and controllers), its not going to be a big competitor there.Two, lots of PC gamers like getting the latest and greatest hardware to play the best looking games on their PC. As stated before, 720P will NOT satisfy those customers. Sure, enthusiast PC gamers aren't the majority, but they seem to be enough to drive whole markets with enthusiast PCs, GPUs, CPUs, etc...


So true. Well said! I see something like this happening for an RTS/RPG game but never a FPS game, esp. one with a reputation for high end hardware like Crysis.

Shadow703793 03/24/2009 8:53 PM
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-0+

Grims :
Well, look at QuakeLive, it is very playable and looks very good. I would think it would use similar technology.


Doubt it. Crysis is a uses different engine that is aimed at high end GPUs. The Quake engine has been out for years, and the hardware back then was pretty low compared to today.

RADIO_ACTIVE 03/24/2009 11:18 PM
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so what would my fiber 16mbs render to lol 1080p

jerreece 03/24/2009 11:46 PM
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Oh gawd. Didn't you guys do this article in the past? Talking about cloud gaming, and how you could play Crysis on your cell phone?!?

Why on earth are you doing this again? The first article was stupid, and this one is just about as worthless. (Sorry, I know that sounds harsh).

I hope this cloud gaming never happens. Cloud other stuff fine. But gaming will be done in my own office, on my own system, with or without internet. And I will play at 1080p thank you very much. Not 480p (or worse) on my 22" HD monitor.

Let alone my freaking Palm Treo.... 320x320 FTW!!!

jerreece 03/24/2009 11:52 PM
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-1+

Quote :...this technology could soon wipe out the need to perform yearly, costly CPU and GPU upgrades just to play the latest games.


Oh just buy an XBOX 360 and hope it doesn't RRoD.

Of course you could demo this technology easily at a booth. With the server attached to your gaming PC by a 6ft Cat6 cable. But in the real world, give me a break. As was already stated by others above, the infrastructure in the United States is way, way behind for something like this to be effective.

Besides, I don't wish to play my FPS games with a full second or more lag between my clicking a button and it showing up on my screen.

Zenthar 03/25/2009 12:21 PM
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-1+

I like the idea of "cloud gaming", but as long as I control it. To me the "over the internet" would just be icing on the cake. We could then build rigs that can make as much noise as they want, stuff them is a cold basement room and just have a nifty thin-client kind of device next to the TV/LCD monitor. You could have a relatively inexpensive laptop for school/work, but still play games on it when at home.

eklipz330 03/25/2009 4:10 AM
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-0+

look, ima be an optimist and say this is possible. if they manage to open server farms close to home, and have subscription plans for a number of people, this seems VERY possible.. as long as the YEARLY bill doesn't go over $200, im promised a high speed spot for any game of my choice all year round with little to no downtime [my comp can have downtime too ya know], near 0 ping, than ill be on that so fast... happily too. i have a decent computer but if i can try so many games, id be on it in seconds...

i wonder how it would work for mmo's, or at all?

Anonymous 03/25/2009 5:39 AM
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-2+

I'm thinking this is some smoke and mirrors... Demonstrating at GDC with a controlled network or even on a low ping ISP backbone connection is one thing, but how will this scale and how will the ISP's react to continuous 4-5Mb/Sec thruput.

I also seriously doubt they've solved the latency problem? If best case I'm 20ms from my client device to their host system, I'm really 40ms as upstream USB/input controller needed will be 20ms up and the images will be back down 20ms. Something is NOT adding up with these guys. If they have pulled this off and the latency is solely your ISP latency then kudo's, great for turn based games and internet video. I don't see this for any games that need real time input or near real time input.

Also they claim 1ms to encode and decode (outside of the ISP)... I call bollocks on this, the best studio level HW encoders and decoders add more latency than this. Remember the desktop side on a notebook or mac is SW DECODE... So how does this work then??

Dmerc 03/25/2009 8:13 AM
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-0+

So is also the end of DRM? How is the service going to work , pay $10 a month and get to play any game on offer or pay per game?

pocketdrummer 03/25/2009 8:29 AM
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-1+

It's great and terrible altogether.

Great because cheap systems can play games, but terrible due to the inevitable pricing structure. Yeah, you save in hardware, but you'll more than surpass that in monthly fees.

Speaking of monthly fees, am I the only person noticing that EVERYTHING is now a monthly charge? You can't just buy anything anymore, you have to lease it... ugh.

Blessedman 03/25/2009 9:05 AM
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-0+

There is one thing that I do like about this, there is no target hardware for a game company to shoot for. So they can ramp up to pixar level graphics for their games. Who cares how much it taxes the cloud, that would no longer be their concern.

Latency however is something that needs to be explained better. Is that 1ms per frame? so 24frames = 24ms+client/server side response... the slightest hesitation could send the game into a slide show.

The cost of the servers + game license + bandwidth will be extreme, I can't imagine this service would be cheap either.

neiroatopelcc 03/25/2009 9:52 AM
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-0+

I really like the idea. It means no matter who you are, you can play games if that's what you want. But there are some obstacles still. You're limited to games they've made work. And let's face it - there are a lot of people playing a lot of games they haven't paid for. So overall cost might actually increase by use of this system. Many in the late teens and early twenties spend almost all their investment in hardware, and nothing in software. So unless the service can be provided cheap enough, I'm not sure those people would pay. But it could help bring down piracy if it does work ofc :)

telkin 03/25/2009 2:25 PM
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-1+

I don't know about you but if I'm playing a game for a couple of hours and the network connection drops before I can make it to a save point because of some storm 2 states away. I'm gonna be pissed. At least having the console local prevents that.
But I do understand for developers it would be huge, make games for one platform no worries about distribution costs, hackers. It may help spur better/faster broadband.

cracklint 03/25/2009 5:09 PM
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-0+

I see to many inherent problems for this to be an alternative to consoles or gaming pc's. First of all the addive nature of gamers doesn't give way to shotty service. Regardless if it is a server issue or poor isp performance, their are too many uncontrolable variables to make this a viable gaming platform.

Also, I think that if the way of gaming were to go to server based rendering it would enevitably hurt gaming. Basically gaming would become a service, such as cable tv or satellite television. Game developers would have to develop games in a vacuum. They would be restricted to hardware located on the server. How often does cable and sattelite companies upgrade their equipment; what is the incentive? They already have the customers, why spend more cash to offer more value to customers that they already are receiving subscription fees from. They might upgrade their servers every 10 years, which is over 2 generations in the video game industry. Whether or not we like pricey consolse and pc's, they do make technology progress faster and enable developers to expand and create new realism to further the escape into a fantasy world for the gamer.

fans 6 07/10/2009 8:29 PM
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-0+

this sucks.......... its gonna ruin the fun of upgrading you computer with the best when you can just get a fin onlive. I was just gonna get an i7, but seeing it would only have like 2yrs of superiority, i don't know, it also ruins the console gaming culture as no ps3, wii, 360. And it would indirectly hurt companies like intel and amd, because when people see that you can do video just as fast as using someones server, there will be no need to make core i7's or new cpu's cpu architecture would be blown back to the stone age having an emphasis on power consumption.............

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