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gamer22

@verizon.net

Cool, but not practical

The technical concept was good, but this really only works if networks and heavy compute is really-really cheap-> free. The game streamed a constant 5Mbps unicast and used a fair amount of cloud compute. Gamers run for a long time and most at prime time. Now combine that with requiring low latency and the latest games.

The business model didn't make sense.

dra6o0n

join:2011-08-15
Mississauga, ON
Reviews:
·ITalkBB

If only they used that for a mmo right?
Streaming a mmo means the same thing as connecting to a mmo's server, the server determines who gets what in a mean to secure the game. This means no need to install, just use a live stream, no need to worry about lag or latency if you are internationally far away (video packets would still be fast enough I guess?) but there might be delay in controls...

Heck if Onlive where to cater to the many subscription based mmos, is able to offer 95% graphical sync (you know how the graphics blur), and brings in the big gun mmos from the east... Like Blade and Soul, ArcheAge, and such.


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