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Onlive - New Cloud Game Service

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Posts

  • PeregrineFalconPeregrineFalcon Registered User regular
    edited January 2010
    Jelloblimp wrote: »
    Oh hey, looks like I get to post this shit again

    http://megaswf.com/view/2987e613f52b76ca2c387de5f7c45b24.html

    Input lag simulator, specifically for the mouse.

    Slide that fucker all the way to the right for 80ms of lag and have fun trying to play anything twitchy.
    Ehh it does nothing? (using Firefox).

    It's an .SWF, should be loading on the right side. Click in there to generate the boxes, the left one is "local" and the right side is "with lag"

    PeregrineFalcon on
    Looking for a DX:HR OnLive code for my kid brother.
    Can trade TF2 items or whatever else you're interested in. PM me.
  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    edited January 2010
    Oh hey, looks like I get to post this shit again

    http://megaswf.com/view/2987e613f52b76ca2c387de5f7c45b24.html

    Input lag simulator, specifically for the mouse.

    Slide that fucker all the way to the right for 80ms of lag and have fun trying to play anything twitchy.

    I probably would because that doesn't seem like a huge deal to me

    But maybe I'm weird

    Olivaw on
    signature-deffo.jpg
    PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
  • LaPuzzaLaPuzza Registered User regular
    edited January 2010
    I like the idea, and I'm not an IT expert, but the lag seems to be the killer for me. I like the idea of playing PS1 games remotely on my PSP through my PS3. However, the first game I pulled out was a baseball game, and the lag made batting, even in a home-run derby with all fastballs, a real trial. I just have trouble believing that the lag won't kill the types of graphic-intensive games that seem to make the idea interesting to someone that doesn't want to spend a month's pay on a video card.

    LaPuzza on
  • XaviarXaviar Registered User regular
    edited January 2010
    Olivaw wrote: »
    Oh hey, looks like I get to post this shit again

    http://megaswf.com/view/2987e613f52b76ca2c387de5f7c45b24.html

    Input lag simulator, specifically for the mouse.

    Slide that fucker all the way to the right for 80ms of lag and have fun trying to play anything twitchy.

    I probably would because that doesn't seem like a huge deal to me

    But maybe I'm weird

    This also does not seem that bad for me. And with some sort of joystick or dpad input I think it would bother me even less. Just sayin'.

    Especially if it lets me play games that I want to play without regularly spending hundreds of dollars upgrading my computer.

    Xaviar on
  • SoulmanSoulman Registered User regular
    edited January 2010
    Soulman wrote: »
    Bethryn wrote: »
    Just for clarity: I'm not making a statement about OnLive's viability itself; rather just about making assumptions about its viability based upon something that works very differently but shares a word in its description.
    You'll be eating your words b4 2010. Honestly if you actually knew the subject matter you were talking about you'd be sad it hasn't been commercialized into a service until now.

    Streaming video in hd takes 4-5 Mbs connection. From the time of the input of the user to the service computing and getting you the next set of frames is less than 80ms guaranteed. If you can't understand how that fact makes remote gaming possible years ago then I feel sad for you....talk about stupid.
    Well, no need to get all snippy about it.
    tychoshutup.gif

    Honestly, if you really think 80ms input lag is acceptable for a majority of genres (keeping in mind that this number is probably an absolute best case scenario), then I have to wonder how you even play video games at all.

    It's actually a worst case scenario. If you really need to see it to believe it here: http://tv.seas.columbia.edu/videos/545/60/79

    Soulman on
  • AoiAoi Registered User regular
    edited January 2010
    Olivaw wrote: »
    Bethryn wrote: »
    Soulman wrote: »
    We watch movies/tv streamed to us from netflix or hulu. The gaming industry is just a little behind.
    This statement is as stupid now as it was when it was OnLive was demo'd. A movie is a one-way stream; a game is a two-way stream with user experience dependant upon quick stream feedback.

    People need to stop trying to compare one to the other for any sort of point regarding viability.

    To be fair, there was a time not too long ago when people were all like "streaming movies over the internet? get real, that shit is impossible"

    Fuck, in the late 90's the fastest internet was still America Online dialup and people still went to video stores, and now look where we are

    I'm not entirely convinced of their shit either, but I'm vaguely optimistic

    Purely nitpicking I know, buit had gotten Roadrunner up and going in 96, and we were fairly late in getting it at that point. By the late 90s AOL wasn't even remotely the fastest internet out there. We were getting pretty heavily into streaming radio by that point, and even a bit of streaming video here and there.

    Aoi on
  • DrswordsDrswords Registered User regular
    edited January 2010
    I like how everyone is talking about lag, and how it makes a game "impossible to play".

    Ive had friends in Armadeaddon... who play Left 4 Dead 2... with 300 ping. And still manage to be just as good as everyone else.

    What kind of lag are we all talking about? Cause ive played video games with some fuck awful lag before. And guess what. It wasnt that bad.

    That said... im more concerned with network 'hiccups' rather than lag.

    A delay is one thing. How will they manage to create a stable enough network on the scale they are talking about without noticible drops in bandwidth alltogether.

    Thats my main concern. A little delay might be annoying. A flat out pause would be infuriating.

    Drswords on
    [SIGPIC][/SIGPIC]
  • SixfortyfiveSixfortyfive Registered User regular
    edited January 2010
    Drswords wrote: »
    I like how everyone is talking about lag, and how it makes a game "impossible to play".

    Ive had friends in Armadeaddon... who play Left 4 Dead 2... with 300 ping. And still manage to be just as good as everyone else.
    *groan*

    Input lag is when you input a command (move a cursor, press a button), and it takes extra time for the game to even recognize that command. Think: having to jump over a koopa shell in Mario or dodging some bullets in a shmup but having a delay on all of your actions instead of it happening instantaneously. Once you get beyond a negligible number of milliseconds it can be absolutely infuriating. I bought a capture card for my PC some time ago so that I could hook up some consoles for direct video recording, but there's about a 100ms delay on it that renders it useless for that.

    This is completely different from the lag involved in networked multiplayer, which can be compensated for with certain coding techniques.

    EDIT: If you want a good example of what I'm talking about, try out the online multi on some of Backbone's shitty emulation jobs on XBLA. Streets of Rage 2 has input lag for player 2 in online co-op, so it's more or less unplayable if your ping with the host isn't very low.

    Sixfortyfive on
    poasting something foolishly foolish.
  • PeregrineFalconPeregrineFalcon Registered User regular
    edited January 2010
    Drswords wrote: »
    I like how everyone is talking about lag, and how it makes a game "impossible to play".

    Ive had friends in Armadeaddon... who play Left 4 Dead 2... with 300 ping. And still manage to be just as good as everyone else.
    *groan*

    Input lag is when you input a command (move a cursor, press a button), and it takes extra time for the game to even recognize that command. Think: having to jump over a koopa shell in Mario or dodging some bullets in a shmup but having a delay on all of your actions instead of it happening instantaneously. Once you get beyond a negligible number of milliseconds it can be absolutely infuriating. I bought a capture card for my PC some time ago so that I could hook up some consoles for direct video recording, but there's about a 100ms delay on it that renders it useless for that.

    This is completely different from the lag involved in networked multiplayer, which can be compensated for with certain coding techniques.

    but people can only see 24fps anyways, so any lag less than 42ms is instantaneous

    derp

    PeregrineFalcon on
    Looking for a DX:HR OnLive code for my kid brother.
    Can trade TF2 items or whatever else you're interested in. PM me.
  • StormwatcherStormwatcher Blegh BlughRegistered User regular
    edited January 2010
    Bottom line is that the laws of physics prevent the input lag from being low enough.

    Stormwatcher on
    Steam: Stormwatcher | PSN: Stormwatcher33 | Switch: 5961-4777-3491
    camo_sig2.png
  • PeregrineFalconPeregrineFalcon Registered User regular
    edited January 2010
    Bottom line is that the laws of physics prevent the input lag from being low enough for fast-twitch intensive games

    fixed

    I'm sure they can cater to the wide audience of Snood, Bejeweled, and Peggle players.

    [tiny]yes i am perfectly aware that undermines the whole point of offloading intensive games, i'm being facetious[/tiny]

    PeregrineFalcon on
    Looking for a DX:HR OnLive code for my kid brother.
    Can trade TF2 items or whatever else you're interested in. PM me.
  • BethrynBethryn Unhappiness is Mandatory Registered User regular
    edited January 2010
    Soulman wrote: »
    You'll be eating your words b4 2010. [...] talk about stupid.
    Sorry, what?

    The main thing aligning itself against the good working of onLive is the inability to interpolate. All multiplayer games at the moment have frame interpolation to make sure that your PC is predicting where - for example - enemies will end up before the next server update comes in. But when you're streaming a video feed to the user rather than game data, you cannot provide this interpolation. This, in my opinion, is far more of an issue than any input lag. It means that when you're playing a single player shooter, you'll be playing it as though it were on a multiplayer server, without interp; not something I'd personally enjoy.
    but people can only see 24fps anyways
    'fraid to say, this is a myth. There's no sound numerical value for what our eyes can and cannot detect.

    Bethryn on
    ...and of course, as always, Kill Hitler.
  • SatsumomoSatsumomo Rated PG! Registered User regular
    edited January 2010
    If we could only see 24fps, then it would be impossible for us to differentiate between 30fps and 60fps.

    Satsumomo on
  • subediisubedii Registered User regular
    edited January 2010
    Bethryn wrote: »
    but people can only see 24fps anyways
    'fraid to say, this is a myth. There's no sound numerical value for what our eyes can and cannot detect.

    I'm pretty certain he was joking, because that's an argument that keeps coming up.

    Hence the giant DERP at the end.

    subedii on
  • ZekZek Registered User regular
    edited January 2010
    Bethryn wrote: »
    Soulman wrote: »
    You'll be eating your words b4 2010. [...] talk about stupid.
    Sorry, what?

    The main thing aligning itself against the good working of onLive is the inability to interpolate. All multiplayer games at the moment have frame interpolation to make sure that your PC is predicting where - for example - enemies will end up before the next server update comes in. But when you're streaming a video feed to the user rather than game data, you cannot provide this interpolation. This, in my opinion, is far more of an issue than any input lag. It means that when you're playing a single player shooter, you'll be playing it as though it were on a multiplayer server, without interp; not something I'd personally enjoy.

    The thing that will make or break it is the OnLive network. They can have servers very close to you on optimized connections to all but eliminate the connectivity issues. Problem is that doing this for anything resembling a mainstream audience in the US is a massive infrastructure undertaking. The success of the system banks completely on whether or not they can pull it off. It certainly isn't possible with your basic web servers.

    Zek on
  • BethrynBethryn Unhappiness is Mandatory Registered User regular
    edited January 2010
    subedii wrote: »
    I'm pretty certain he was joking, because that's an argument that keeps coming up.

    Hence the giant DERP at the end.
    Yeah, I got that a little late. Although my response holds true in general; attempts to pin down the 'max fps' for the eye are generally very unsound and there's no good numerical value to be had.

    Bethryn on
    ...and of course, as always, Kill Hitler.
  • GlalGlal AiredaleRegistered User regular
    edited January 2010
    Oh hey, looks like I get to post this shit again
    http://megaswf.com/view/2987e613f52b76ca2c387de5f7c45b24.html
    Input lag simulator, specifically for the mouse.
    Slide that fucker all the way to the right for 80ms of lag and have fun trying to play anything twitchy.
    Yeah, that's pretty much what games that don't have hardware accelerated mouse cursors feel like. Crap.

    Glal on
  • StormwatcherStormwatcher Blegh BlughRegistered User regular
    edited January 2010
    Satsumomo wrote: »
    If we could only see 24fps, then it would be impossible for us to differentiate between 30fps and 60fps.

    I mean, I've read before that we need at least around 24 fps to get the ilusion of real movement, but we can certainly "see" all kinds of FPS. WTF.

    Stormwatcher on
    Steam: Stormwatcher | PSN: Stormwatcher33 | Switch: 5961-4777-3491
    camo_sig2.png
  • PeregrineFalconPeregrineFalcon Registered User regular
    edited January 2010
    Yes, I was joking, hence the nocaps and derp :P

    60fps vs 24fps video

    PeregrineFalcon on
    Looking for a DX:HR OnLive code for my kid brother.
    Can trade TF2 items or whatever else you're interested in. PM me.
  • exmelloexmello Registered User regular
    edited January 2010
    Glal wrote: »
    Oh hey, looks like I get to post this shit again
    http://megaswf.com/view/2987e613f52b76ca2c387de5f7c45b24.html
    Input lag simulator, specifically for the mouse.
    Slide that fucker all the way to the right for 80ms of lag and have fun trying to play anything twitchy.
    Yeah, that's pretty much what games that don't have hardware accelerated mouse cursors feel like. Crap.

    Oh god it feels like a Telltale engine game.

    exmello on
  • PeregrineFalconPeregrineFalcon Registered User regular
    edited January 2010
    exmello wrote: »
    Glal wrote: »
    Oh hey, looks like I get to post this shit again
    http://megaswf.com/view/2987e613f52b76ca2c387de5f7c45b24.html
    Input lag simulator, specifically for the mouse.
    Slide that fucker all the way to the right for 80ms of lag and have fun trying to play anything twitchy.
    Yeah, that's pretty much what games that don't have hardware accelerated mouse cursors feel like. Crap.

    Oh god it feels like a Telltale engine game.

    Now imagine all of your games feeling like this.

    I'm trying to program an AutoHotKey script for it, but you guys with G15s can apparently experience this pain in stunning clarity via this lovely little script lifted from [H] that cripples your WASD keys:
    function OnEvent(event, arg)
    	OutputLogMessage("event = %s, arg = %s\n", event, arg)
    
        if (event == "G_PRESSED") then
            Sleep(80)
            if( arg == 1 ) then -- G1 key
                PressKey("w")
            end
    
            if( arg == 2 ) then -- G2 key
                PressKey("a")
            end
    
            if( arg == 3 ) then -- G3 key
                PressKey("d")
            end
    
            if( arg == 4 ) then -- G4 key
                PressKey("s")
            end
        end
    
        if (event == "G_RELEASED") then
            Sleep(80)
            if( arg == 1 ) then -- G1 key
                ReleaseKey("w")
            end
    
            if( arg == 2 ) then -- G2 key
                ReleaseKey("a")
            end
    
            if( arg == 3 ) then -- G3 key
                ReleaseKey("d")
            end
    
            if( arg == 4 ) then -- G4 key
                ReleaseKey("s")
            end
        end
    
    end
    

    PeregrineFalcon on
    Looking for a DX:HR OnLive code for my kid brother.
    Can trade TF2 items or whatever else you're interested in. PM me.
  • SatsumomoSatsumomo Rated PG! Registered User regular
    edited January 2010
    Satsumomo wrote: »
    If we could only see 24fps, then it would be impossible for us to differentiate between 30fps and 60fps.

    I mean, I've read before that we need at least around 24 fps to get the ilusion of real movement, but we can certainly "see" all kinds of FPS. WTF.

    Actually I think the absolute minimum is 15 fps, but I could be wrong.

    Satsumomo on
  • PeregrineFalconPeregrineFalcon Registered User regular
    edited January 2010
    Satsumomo wrote: »
    Satsumomo wrote: »
    If we could only see 24fps, then it would be impossible for us to differentiate between 30fps and 60fps.

    I mean, I've read before that we need at least around 24 fps to get the ilusion of real movement, but we can certainly "see" all kinds of FPS. WTF.

    Actually I think the absolute minimum is 15 fps, but I could be wrong.

    It depends on how complex the image is, as well as personal perception. Cartoons and other things that clearly are Not Real (Simpsons) can get away with less than the 24fps film spec. On the top end, 72fps is where things start to blur for most people. You can recognize and spot things in an image flashed for less than that, but in terms of smoothness it's a wash for most folks.

    Computer gamers are just conditioned to that magic 60fps due to it being the default Hz rate.

    Except I guess in 50Hz land, where you guys are a little slow, eh?

    PeregrineFalcon on
    Looking for a DX:HR OnLive code for my kid brother.
    Can trade TF2 items or whatever else you're interested in. PM me.
  • elliotw2elliotw2 Registered User regular
    edited January 2010
    Satsumomo wrote: »
    Satsumomo wrote: »
    If we could only see 24fps, then it would be impossible for us to differentiate between 30fps and 60fps.

    I mean, I've read before that we need at least around 24 fps to get the ilusion of real movement, but we can certainly "see" all kinds of FPS. WTF.

    Actually I think the absolute minimum is 15 fps, but I could be wrong.

    It depends on how complex the image is, as well as personal perception. Cartoons and other things that clearly are Not Real (Simpsons) can get away with less than the 24fps film spec. On the top end, 72fps is where things start to blur for most people. You can recognize and spot things in an image flashed for less than that, but in terms of smoothness it's a wash for most folks.

    Computer gamers are just conditioned to that magic 60fps due to it being the default Hz rate.

    Except I guess in 50Hz land, where you guys are a little slow, eh?

    I call pretty much anything ~15FPS to 60FPS, the rest just looks about the same. THough, really, 30FPS is the smooth standard to me, due to gaming with shitty rigs for ever

    elliotw2 on
    camo_sig2.pngXBL:Elliotw3|PSN:elliotw2
  • exmelloexmello Registered User regular
    edited January 2010
    Now with post-processing effects being popular it's not as much of an issue but for me the reason 24fps is fine for film and 60 makes a difference for computer graphics is the motion blur filling in the gaps.

    exmello on
  • PeregrineFalconPeregrineFalcon Registered User regular
    edited January 2010
    exmello wrote: »
    Now with post-processing effects being popular it's not as much of an issue but for me the reason 24fps is fine for film and 60 makes a difference for computer graphics is the motion blur filling in the gaps.

    As explained in the video I linked that no one can be arsed to download it seems. :P

    PeregrineFalcon on
    Looking for a DX:HR OnLive code for my kid brother.
    Can trade TF2 items or whatever else you're interested in. PM me.
  • DrswordsDrswords Registered User regular
    edited January 2010
    Drswords wrote: »
    I like how everyone is talking about lag, and how it makes a game "impossible to play".

    Ive had friends in Armadeaddon... who play Left 4 Dead 2... with 300 ping. And still manage to be just as good as everyone else.
    *groan*

    Input lag is when you input a command (move a cursor, press a button), and it takes extra time for the game to even recognize that command. Think: having to jump over a koopa shell in Mario or dodging some bullets in a shmup but having a delay on all of your actions instead of it happening instantaneously. Once you get beyond a negligible number of milliseconds it can be absolutely infuriating. I bought a capture card for my PC some time ago so that I could hook up some consoles for direct video recording, but there's about a 100ms delay on it that renders it useless for that.

    This is completely different from the lag involved in networked multiplayer, which can be compensated for with certain coding techniques.

    EDIT: If you want a good example of what I'm talking about, try out the online multi on some of Backbone's shitty emulation jobs on XBLA. Streets of Rage 2 has input lag for player 2 in online co-op, so it's more or less unplayable if your ping with the host isn't very low.

    Oh shit. Yea... thinking about that... thats pretty god damn awful. I remember there being input lag on TMNT and Contra for XBLA. That was god damn horrible.

    Still, i mean if you have a 12mb down and 2.5 up connection, shouldnt it be enough to compensate for that lag? Or is it just no matter the bandwidth, information cant be processed that fast while being sent back and forth?

    Drswords on
    [SIGPIC][/SIGPIC]
  • SixfortyfiveSixfortyfive Registered User regular
    edited January 2010
    Drswords wrote: »
    Still, i mean if you have a 12mb down and 2.5 up connection, shouldnt it be enough to compensate for that lag? Or is it just no matter the bandwidth, information cant be processed that fast while being sent back and forth?
    Different issues. Bandwidth (amount of data that can be transferred per unit time) would determine picture quality. Latency (amount of time taken between origin and destination) would determine lag. The latter is not only subject to infrastructure restraints, but simple laws of physics as well. John Carmack once remarked on netcode development that "The speed of light sucks."

    Try running a traceroute to various websites via your command prompt to see how long it takes for you to connect to each site and the delay involved in each jump.
    C:\Documents and Settings\xxxxxxxx>tracert google.com
    
    Tracing route to google.com [74.125.65.99]
    over a maximum of 30 hops:
    
      1     1 ms     1 ms    <1 ms  192.168.1.1
      2    17 ms     8 ms     7 ms  c-xx-xx-xx-x.hsd1.wv.comcast.net
      3     7 ms    11 ms     6 ms  ge-3-1-ur01.huntington.wv.hntngton.comcast.net
      4     5 ms     9 ms     6 ms  te-3-3-ar01.huntington.wv.hntngton.comcast.net
      5    23 ms    29 ms    22 ms  pos-9-0-0-ur01.pittsburgh.pa.pitt.comcast.net
      6    24 ms    23 ms    24 ms  te-2-3-ar01.pittsburgh.pa.pitt.comcast.net
      7    37 ms    36 ms    44 ms  te-2-0-0-5-cr01.chicago.il.ibone.comcast.net
      8    37 ms    40 ms    37 ms  pos-0-3-0-0-pe01.350ecermak.il.ibone.comcast.net
      9    49 ms    50 ms    50 ms  as15169-1.350ecermak.il.ibone.comcast.net
     10    50 ms    50 ms    49 ms  216.239.48.154
     11    63 ms    55 ms    58 ms  72.14.239.90
     12    57 ms    58 ms    61 ms  209.85.254.247
     13    56 ms    69 ms    71 ms  209.85.253.214
     14    67 ms    59 ms    60 ms  gx-in-f99.1e100.net [74.125.65.99]
    
    I have 20+ ms of lag by the time I even get out of my podunk city and into the next major router on the path. Now, no matter how good OnLive's encoding process is, and no matter how much power and bandwidth their server farms can put out, I'd wager that you'd still have to be physically located pretty close to one to get any kind of performance out of the service that people are hoping for.

    Sixfortyfive on
    poasting something foolishly foolish.
  • LittleBootsLittleBoots Registered User regular
    edited January 2010
    I thought the reason 24fps was okay for film but 60fps was best for games is because you're expecting feedback from your actions in games and lower than 60fps produces a lag or choppy effect because of this expectation. One that you don't get if your just watching something passively.

    LittleBoots on

    Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
  • GlalGlal AiredaleRegistered User regular
    edited January 2010
    Drswords wrote: »
    Still, i mean if you have a 12mb down and 2.5 up connection, shouldnt it be enough to compensate for that lag? Or is it just no matter the bandwidth, information cant be processed that fast while being sent back and forth?
    This. Unless you moved to live right next to your provider's node.

    [edit] 24/25FPS is just where you stop (obviously) differentiating between "individual images" and "video". You can still plainly see it's not as smooth as reality, however.

    Glal on
  • StormwatcherStormwatcher Blegh BlughRegistered User regular
    edited January 2010
    Drswords wrote: »
    Still, i mean if you have a 12mb down and 2.5 up connection, shouldnt it be enough to compensate for that lag? Or is it just no matter the bandwidth, information cant be processed that fast while being sent back and forth?
    Different issues. Bandwidth (amount of data that can be transferred per unit time) would determine picture quality. Latency (amount of time taken between origin and destination) would determine lag. The latter is not only subject to infrastructure restraints, but simple laws of physics as well. John Carmack once remarked on netcode development that "The speed of light sucks."

    Try running a traceroute to various websites via your command prompt to see how long it takes for you to connect to each site and the delay involved in each jump.
    C:\Documents and Settings\xxxxxxxx>tracert google.com
    
    Tracing route to google.com [74.125.65.99]
    over a maximum of 30 hops:
    
      1     1 ms     1 ms    <1 ms  192.168.1.1
      2    17 ms     8 ms     7 ms  c-xx-xx-xx-x.hsd1.wv.comcast.net
      3     7 ms    11 ms     6 ms  ge-3-1-ur01.huntington.wv.hntngton.comcast.net
      4     5 ms     9 ms     6 ms  te-3-3-ar01.huntington.wv.hntngton.comcast.net
      5    23 ms    29 ms    22 ms  pos-9-0-0-ur01.pittsburgh.pa.pitt.comcast.net
      6    24 ms    23 ms    24 ms  te-2-3-ar01.pittsburgh.pa.pitt.comcast.net
      7    37 ms    36 ms    44 ms  te-2-0-0-5-cr01.chicago.il.ibone.comcast.net
      8    37 ms    40 ms    37 ms  pos-0-3-0-0-pe01.350ecermak.il.ibone.comcast.net
      9    49 ms    50 ms    50 ms  as15169-1.350ecermak.il.ibone.comcast.net
     10    50 ms    50 ms    49 ms  216.239.48.154
     11    63 ms    55 ms    58 ms  72.14.239.90
     12    57 ms    58 ms    61 ms  209.85.254.247
     13    56 ms    69 ms    71 ms  209.85.253.214
     14    67 ms    59 ms    60 ms  gx-in-f99.1e100.net [74.125.65.99]
    
    I have 20+ ms of lag by the time I even get out of my podunk city and into the next major router on the path. Now, no matter how good OnLive's encoding process is, and no matter how much power and bandwidth their server farms can put out, I'd wager that you'd still have to be physically located pretty close to one to get any kind of performance out of the service that people are hoping for.

    I've been trying to hammer that point to no avail, I hope people will get it now.

    It has NOTHING to do with bandwidth.

    Stormwatcher on
    Steam: Stormwatcher | PSN: Stormwatcher33 | Switch: 5961-4777-3491
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  • XaviarXaviar Registered User regular
    edited January 2010
    Drswords wrote: »
    Still, i mean if you have a 12mb down and 2.5 up connection, shouldnt it be enough to compensate for that lag? Or is it just no matter the bandwidth, information cant be processed that fast while being sent back and forth?
    Different issues. Bandwidth (amount of data that can be transferred per unit time) would determine picture quality. Latency (amount of time taken between origin and destination) would determine lag. The latter is not only subject to infrastructure restraints, but simple laws of physics as well. John Carmack once remarked on netcode development that "The speed of light sucks."

    Try running a traceroute to various websites via your command prompt to see how long it takes for you to connect to each site and the delay involved in each jump.
    C:\Documents and Settings\xxxxxxxx>tracert google.com
    
    Tracing route to google.com [74.125.65.99]
    over a maximum of 30 hops:
    
      1     1 ms     1 ms    <1 ms  192.168.1.1
      2    17 ms     8 ms     7 ms  c-xx-xx-xx-x.hsd1.wv.comcast.net
      3     7 ms    11 ms     6 ms  ge-3-1-ur01.huntington.wv.hntngton.comcast.net
      4     5 ms     9 ms     6 ms  te-3-3-ar01.huntington.wv.hntngton.comcast.net
      5    23 ms    29 ms    22 ms  pos-9-0-0-ur01.pittsburgh.pa.pitt.comcast.net
      6    24 ms    23 ms    24 ms  te-2-3-ar01.pittsburgh.pa.pitt.comcast.net
      7    37 ms    36 ms    44 ms  te-2-0-0-5-cr01.chicago.il.ibone.comcast.net
      8    37 ms    40 ms    37 ms  pos-0-3-0-0-pe01.350ecermak.il.ibone.comcast.net
      9    49 ms    50 ms    50 ms  as15169-1.350ecermak.il.ibone.comcast.net
     10    50 ms    50 ms    49 ms  216.239.48.154
     11    63 ms    55 ms    58 ms  72.14.239.90
     12    57 ms    58 ms    61 ms  209.85.254.247
     13    56 ms    69 ms    71 ms  209.85.253.214
     14    67 ms    59 ms    60 ms  gx-in-f99.1e100.net [74.125.65.99]
    
    I have 20+ ms of lag by the time I even get out of my podunk city and into the next major router on the path. Now, no matter how good OnLive's encoding process is, and no matter how much power and bandwidth their server farms can put out, I'd wager that you'd still have to be physically located pretty close to one to get any kind of performance out of the service that people are hoping for.

    I've been trying to hammer that point to no avail, I hope people will get it now.

    It has NOTHING to do with bandwidth.


    I never disagreed with the 80ms input lag. I bet sometimes it would be higher.

    Doesn't really bother me is what I'm trying to say. I've played games over remote desktop, and that is much worse, I assure you =P

    Xaviar on
  • StormwatcherStormwatcher Blegh BlughRegistered User regular
    edited January 2010
    It's not a matter of bothering, it's a matter of being unplayable.

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  • elliotw2elliotw2 Registered User regular
    edited January 2010
    As someone who has tried and failed to play Bionic Commando Rearmed through PS3-PSP remote play, it won't work too well. I've done this in the same room as the PS3, through a direct remote connection and it was still pretty bad, unplayable with the lag.

    elliotw2 on
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  • ZekZek Registered User regular
    edited January 2010
    A lot of people really wouldn't notice an 80ms input lag in the slightest. And that is possible in reality even though it may or may not be reliable. The question is if they can keep it below that consistently and for an audience outside a small distance from their servers.

    Zek on
  • XaviarXaviar Registered User regular
    edited January 2010
    It's not a matter of bothering, it's a matter of being unplayable.

    This is the point of contention here. I think 80ms input lag, while not optimal, is perfectly playable. They say that multiplayer will be supported as well, and I don't know about that.. I certainly won't play UT or anything against people that are playing on their own computers, but I would play, for instance, fear 2 single player with an 80ms input lag. Hell I don't think I'd even notice it on a game like DoW2.

    You may feel differently, and that is okay. But don't tell me that it is absolutely unplayable across the board for every game for every person. This is a rediculous statement.

    Xaviar on
  • rtsrts Registered User regular
    edited January 2010
    The dude did address the latency issues in that one presentation saying they had some kind of thing going with service providers that helps them select the shortest path between their users and their servers.

    rts on
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  • Mr RayMr Ray Sarcasm sphereRegistered User regular
    edited January 2010
    Drswords wrote: »
    I have 20+ ms of lag by the time I even get out of my podunk city and into the next major router on the path. Now, no matter how good OnLive's encoding process is, and no matter how much power and bandwidth their server farms can put out, I'd wager that you'd still have to be physically located pretty close to one to get any kind of performance out of the service that people are hoping for.

    Isn't that the plan though? To have server clusters all over the place, so you'll always have a "local" OnLive cluster to connect to? MMOs have been doing things that way for years, its just a question of how much all the gear necessary to make that a reality is going to cost them.

    I know that I personally can get a ping of ~50ms to just about anywhere in Australia (From Melbourne) when playing Left4Dead, so even if there's only 5 or 6 clusters in the entire US (which seems unlikely) with a fast connection you should be fine surely? Maybe. Bleh. Speculation is fun and all but that's really all we can do at this point. Speculate.

    Mr Ray on
  • SixfortyfiveSixfortyfive Registered User regular
    edited January 2010
    Mr Ray wrote: »
    Isn't that the plan though? To have server clusters all over the place, so you'll always have a "local" OnLive cluster to connect to? MMOs have been doing things that way for years, its just a question of how much all the gear necessary to make that a reality is going to cost them.
    Yeah, that's how it would probably go down if they're really serious about it.

    Sixfortyfive on
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  • SpoitSpoit *twitch twitch* Registered User regular
    edited January 2010
    Mr Ray wrote: »
    Drswords wrote: »
    I have 20+ ms of lag by the time I even get out of my podunk city and into the next major router on the path. Now, no matter how good OnLive's encoding process is, and no matter how much power and bandwidth their server farms can put out, I'd wager that you'd still have to be physically located pretty close to one to get any kind of performance out of the service that people are hoping for.

    Isn't that the plan though? To have server clusters all over the place, so you'll always have a "local" OnLive cluster to connect to? MMOs have been doing things that way for years, its just a question of how much all the gear necessary to make that a reality is going to cost them.

    I know that I personally can get a ping of ~50ms to just about anywhere in Australia (From Melbourne) when playing Left4Dead, so even if there's only 5 or 6 clusters in the entire US (which seems unlikely) with a fast connection you should be fine surely? Maybe. Bleh. Speculation is fun and all but that's really all we can do at this point. Speculate.

    I don't know, maybe my connection just sucks, but I don't even get a ping of 50 to an LA server from san diego. Heck, when I set up a listen server to fool around with some friends in TF2, I was getting pings in the teens on the same network

    Spoit on
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