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story category OnLive Game Streaming Service Impressions
Get ready to quickly obliterate your monthly cap...
03:32PM Wednesday Jun 03 2009 by Karl Bode
tags: business · alternatives · gaming · bandwidth · cable
Back in March a company by the name of OnLive unveiled their new broadband gaming service, replacing it with a broadband-connected dumb terminal. Major title games are completely streamed over your broadband connection -- for a monthly subscription fee. Initial demonstrations were on closed networks, and of course everyone wants to see this service in the real world -- where the company admits you'll need to live within 1,000 miles of a data center. For E3, the OnLive folks rented an empty Los Angeles home and demonstrated the service to Joystiq using a Time Warner Cable broadband connection -- somewhat amusing (or frightening) given Time Warner Cable's recent ambitions. The service is currently entering closed beta and will jump into open beta this summer.

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ajac

join:2000-08-15
Norman, OK

hmm

and the results were.. lol
jlachowin

join:2008-05-29
Milwaukee, WI

Re: hmm

read the article, duh
ajac

join:2000-08-15
Norman, OK

Re: hmm

doesnt say anything except what they did and what not nutin about results... and were we can see the results..

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Re: hmm

said by ajac See Profile :

doesnt say anything except what they did and what not nutin about results... and were we can see the results..
said by article :
In summary, the thing works. Games load and play fairly quickly, we didn't have any hardware on-hand other than the microconsole and their controller, and no physical media like game discs or files. Although the speeds indicate almost full usage of a low-end cable modem connection, which are below normal DSL levels, so you're probably going to use cable if you plan on getting on this service.
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Bit
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»www.joystiq.com/2009/06/03/impre···ontinued
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ajac

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Re: hmm

now thats what I was hoping for a good link! thanks!

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1 edit

Re: hmm

The "good link" was in Karl's news article.
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KrK
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Caps and overages will doom them

These types of ideas, and other future ideas, where consumers access data that is stored offsite in large databases/servers, are all doomed if ISP's low capping/high overage charges becomes the norm.
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Axeman777

@nuvox.net

Re: Caps and overages will doom them

Exactly! We can get excited all we want but these services will NEVER be part of the internet. Caps will send the web back to the 90's and services like these will never be able to exist. Everything from games to holographic teleconferencing will NEVER happen because of caps.
KoRnGtL15
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Massive fail before it even hits.......

Between caps and you having to live with in a 1,000 feet of service. Yeah it will be tanking real fast.

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1 edit

Re: Massive fail before it even hits.......

said by KoRnGtL15 See Profile :

Between caps and you having to live with in a 1,000 feet of service. Yeah it will be tanking real fast.
MILES, not feet. Over 1000 miles the latency probably starts getting excessive and throughput unstable.
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ptrowski
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said by KoRnGtL15 See Profile :

Between caps and you having to live with in a 1,000 feet of service. Yeah it will be tanking real fast.
That's 1000 MILES. Big difference.
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neufuse

join:2006-12-06
Indiana, PA

5Mbit?

Wow... so just playing the game for a few hours a day will completly throw you out of TW's 4GB "every user in the world besides people that actually use the interinet! uses less then 4GB per month" cap...
iansltx

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Re: 5Mbit?

40 GB, not 4. Though you're right, internet usage will be crazy on this thing. Though where did you get the 5 Mbit number from? Around here the basic cable connections are 768k, and in other places they're 1.5. There is a $35 tier here that is 5 Mbit (used to be the $40 tier performance-wise...$40 has moved up to 7/512 with PowerBoost) but it isn't the most basic one.

benc
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Within 1,000 miles of Datacenters located where??

That's what I would wonder about.

If there is one in STL or Chicago, then I'd be golden. If the datacenter is located in NYC, then that would be near the 1,000 mile limit.

Xizer

join:2004-02-05
New York, NY

Re: Within 1,000 miles of Datacenters located where??

quote:
The OnLive service will be hosted in five co-located North American data centres. Currently there are facilities in Santa Clara, CA and Virginia, and one being fitted out in Texas.[13] It is claimed users must be located within 1,000 miles of one of these to receive a high quality service.[14]
Obviously we'll be seeing a datacenter in California, Texas, Chicago, the northeast, and a fifth location.

BabyBear
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join:2007-01-11

Botnets of the future unite!

Wonder if it did work completely as hoped, would MS/Sony/Nintendo join together in some unholy alliance to DDoS onlive's data centers? Or even join up with ISP's? Oh the horror!

MSauk
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Re: Botnets of the future unite!

man the day I could use this would be great....sick and tired of having to worry about disks.

I only use around 10 to 30 gb a month of usage so I am not worried about this..

I don't know what you guys are downloading but if you hit 250GB you have issues!
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Re: Botnets of the future unite!

said by MSauk See Profile :

man the day I could use this would be great....sick and tired of having to worry about disks.
Ever heard of Steam?

MSauk
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1 edit

Re: Botnets of the future unite!

yeah I use them for certain games if I want to as well....

But last time I checked steam was not mac friendly..

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hescominsoon

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said by MSauk See Profile :

man the day I could use this would be great....sick and tired of having to worry about disks.

I only use around 10 to 30 gb a month of usage so I am not worried about this..

I don't know what you guys are downloading but if you hit 250GB you have issues!
are wsus for an entire network?(that's 40-150 gigs)...as well as the regular e-mail? Also Microsoft has now pushed all of it's partners to you now have to download the software..they double the fee if you want discs. When windows 7 ships i'll probably bust that 250 cap between wsus and downloading the new isos.
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MSauk
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Re: Botnets of the future unite!

I downloaded it twice and have a brother in law that downloads constantly and we have NEVER come close to that cap.

If you are getting to close to the cap, get business.

I still question what some people are downloading in order to get that high of usage. I mean that is a lot of downloading
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patcat88

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said by BabyBear See Profile :

Wonder if it did work completely as hoped, would MS/Sony/Nintendo join together in some unholy alliance to DDoS onlive's data centers? Or even join up with ISP's? Oh the horror!
Try DDOSing Akamai. Just try.

GOLFnSUN
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1 edit

A dumb client in a client/server architecture is a dumb idea

Why in god's name have these idiots designed an interactive game using a client/server architecture with a dumb client model? It seems as if they designed a bandwidth hogging application where the whole point of doing so was to just hog bandwidth.

Makes one wonder who these clowns really are fronting for - Google? Because it seems that the whole purpose is to make the ISPs look bad. It certainly has nothing to do with making a good gaming experience.
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deadzoned
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Re: A dumb client in a client/server architecture is a dumb idea

I think that the ISPs do quite a good job of making themselves look bad without any help from an outside source. That's some entertaining conspiracy talk though!

digitalfreak

join:2005-12-09
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Re: A dumb client in a client/server architecture is a dumb idea

said by deadzoned See Profile :

That's some entertaining conspiracy talk though!
Yep. It made me google, er.. giggle.
BBBanditRuR

join:2009-06-02
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Re: A dumb client in a client/server architecture is a dumb idea

These business models are crafted after high speed networking concepts. If the speed and bandwidth are available, you can offer innovative services like this.

But if you believe its a conspiracy, then by all means, take off your shoes and wade into the exaflood.

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2 edits
said by deadzoned See Profile :

I think that the ISPs do quite a good job of making themselves look bad without any help from an outside source. That's some entertaining conspiracy talk though!
I was off on Google, but here are the backers:

»dis.4chan.org/read/comp/1239825897
OnLive is backed by financing from Maverick Capital, AutoDesk and Warner Bros
»au.us.biz.yahoo.com/portfolio/09···tml?.v=1
OnLive's backers include Time Warner through its Warner Bros. unit and the software company Autodesk. It's been secretly operating inside Rearden, a technology incubator that also started Mova CONTOUR,
Finding out who are the investors in Maverick Capital is not doable. It is one of these opaque hedge funds where the real money is hidden.

Small point of interest. The guy that supported Onlive development is Steve Perlman(Rearden), the founder of WebTV:
»www.rearden.com/people/index.html
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said by GOLFnSUN See Profile :

Why in god's name have these idiots designed an interactive game using a client/server architecture with a dumb client model? It seems as if they designed a bandwidth hogging application where the whole point of doing so was to just hog bandwidth.

Makes one wonder who these clowns really are fronting for - Google? Because it seems that the whole purpose is to make the ISPs look bad. It certainly has nothing to do with making a good gaming experience.
Well, no need to buy games. If there's no need to buy games, you don't need to worry about losing them, scratching them, lending them out, etc. Updating and patching will be done at the head end. Expansions and add-ons will be as well.

I'd say those things amount to making a gaming experience pretty good. As for bandwidth hogging - I don't think they're out to make ISPs look bad. Maybe this could be a good thing - if enough people get onto this and hit their caps earlier than normal, or if someones ISP is byte-billed, and enough people start complaining then perhaps byte-billing will go the way of dinosaurs.

(Not that I have anything against ISPs doing what they want and how they want -- they're their own business -- but if you don't listen to your customers, it'll only hurt your revenue.)
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digitalfreak

join:2005-12-09
49533
Want some cheese?

Get over it. The Internet has grown beyond checking e-mail.

OMG, maybe they're using bit torrent?!?!

Xizer

join:2004-02-05
New York, NY

said by GOLFnSUN See Profile :

Why in god's name have these idiots designed an interactive game using a client/server architecture with a dumb client model? It seems as if they designed a bandwidth hogging application where the whole point of doing so was to just hog bandwidth.

Makes one wonder who these clowns really are fronting for - Google? Because it seems that the whole purpose is to make the ISPs look bad. It certainly has nothing to do with making a good gaming experience.
Nooo not somebody coming up with an innovative product that uses existing infrastructure that is fully capable of handling it! How terrible!!
sonicmerlin

join:2009-05-24
Cleveland, OH

Umm...maybe because people don't have to upgrade their hardware anymore? If very high-speed broadband becomes ubiquitous like it has in Japan and South Korea, then you could presumably log onto any computer anywhere and play the latest high-resolution graphics-intensive games.

The ease of use accompanying this service, along with its slick and well-made AI and extra features, is making this look like a real success story.

KrK
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I'm thinking the business model is like this:

You don't have to own any games or software, but you can jump in and play games and software for a fee. Like pay per use.

This would allow people to actually play around and try games before they buy (without pirating it) or if they play a game only occasionally they wouldn't have to own it at all.

They probably will have monthly subs that allow you to play any of their content. Think of it as Netflix for gaming. I could see the potential, but it would use a fair bit of bandwidth.
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OnliveFanscom

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Nice little post

We got to attend the Onlive Site test as well. There are a few members at our Onlive Fans forum that did as well. You can read our review at our site if you wish.

DrModem
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Analysis

As proof, it showed off an actual Time Warner cable modem to prove that the experience was real, complete with blinking lights (pictured above) and bundles of cables. An OnLive executive told us that speeds through the modem were averaging four to five megabits per second, which is at the top end of a low end cable modem usage tier.

-snip-

Although the speeds indicate almost full usage of a low-end cable modem connection, which are below normal DSL levels, so you're probably going to use cable if you plan on getting on this service.
So it sucks pretty much the entire 5mb of the connection's bandwidth. At that rate, you'll down about 4gb for every 2 hours of gaming. If you play 24 hours a month(6hrs/week) that'll be about 48gb for just Onlive. Most gamers I've seen usually play around 40 hours a month at least, which would take ~80gb. Hello bandwidth cap...

The service worked well to make us suspicious that OnLive actually moved one of the its servers into the back bedroom, but we were assured that it was running off a bank of machines in Santa Clara, almost 350 miles away.
350 miles is a very minimal distance. It would have been better if they had had their machine bank closer to their distance cap, like 800+ miles away. That would probably come close to demonstrating the average user's distance.

Of the four games, the shooter was the only one that felt slightly sluggish
Slightly sluggish at a mere 350 miles away. That means it would probably be a nightmare at a further distance. And what are the great graphic games that people's PCs aren't able to run that they want to play so bad and is subsequently the main selling point for this service? Oh that's right, shooters.

and it was also the only active multiplayer game out of the bunch, pairing us with other OnLive users scattered around the country.
Where was the multiplayer game server located? If it was sitting in the same datacenter with the Onlive server equipment, then this is not a real-world multiplayer experience.

In summary, Though the article is sparse on details we can conclude several things from the details that ARE there:

- This service will be a major bandwidth hog. So all people on ISPs with slower connections(WISPs, Most DSL connections) will have to stay away. Most of the ones who have fast enough connections will run into bandwidth caps and subsequently overage charges because their ISP is likely to be a cap nazi cableco. So it looks like the only winners in this area of users of FIOS.

- The main attraction, FPS games and other shooter types will fail miserably. The Onlive datacenter is likley to be far more than 350 miles away, causing horrendous button lag. To complicate matters, the actual game server for multiplayer games(such as Call of Duty) is likely to be in variable distant locations away from the datacenter the Onlive user is currently connected through. So that will add normal game lag on top of the button lag, making multiplayer in a shooter nigh unplayable. To even further complicate matters, these Olive users will likely be playing on servers where there are people with PCs playing. The Onlive users will be unable to react fast enough due to all the latency and subsequently be easy game for PC users. Shooters on Onlive will be a nightmare.

Other complications are likley to arrive when this thing hits the real world (not an engineered real world, which is what this test was in)

DrModem
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Re: Analysis

Also to add, not much chance of this killing Nintendo/Sony/MS etc at gaming.
Joe12345678

join:2003-07-22
Des Plaines, IL

said by DrModem See Profile :

As proof, it showed off an actual Time Warner cable modem to prove that the experience was real, complete with blinking lights (pictured above) and bundles of cables. An OnLive executive told us that speeds through the modem were averaging four to five megabits per second, which is at the top end of a low end cable modem usage tier.

-snip-

Although the speeds indicate almost full usage of a low-end cable modem connection, which are below normal DSL levels, so you're probably going to use cable if you plan on getting on this service.
So it sucks pretty much the entire 5mb of the connection's bandwidth. At that rate, you'll down about 4gb for every 2 hours of gaming. If you play 24 hours a month(6hrs/week) that'll be about 48gb for just Onlive. Most gamers I've seen usually play around 40 hours a month at least, which would take ~80gb. Hello bandwidth cap...

The service worked well to make us suspicious that OnLive actually moved one of the its servers into the back bedroom, but we were assured that it was running off a bank of machines in Santa Clara, almost 350 miles away.
350 miles is a very minimal distance. It would have been better if they had had their machine bank closer to their distance cap, like 800+ miles away. That would probably come close to demonstrating the average user's distance.

Of the four games, the shooter was the only one that felt slightly sluggish
Slightly sluggish at a mere 350 miles away. That means it would probably be a nightmare at a further distance. And what are the great graphic games that people's PCs aren't able to run that they want to play so bad and is subsequently the main selling point for this service? Oh that's right, shooters.

and it was also the only active multiplayer game out of the bunch, pairing us with other OnLive users scattered around the country.
Where was the multiplayer game server located? If it was sitting in the same datacenter with the Onlive server equipment, then this is not a real-world multiplayer experience.

In summary, Though the article is sparse on details we can conclude several things from the details that ARE there:

- This service will be a major bandwidth hog. So all people on ISPs with slower connections(WISPs, Most DSL connections) will have to stay away. Most of the ones who have fast enough connections will run into bandwidth caps and subsequently overage charges because their ISP is likely to be a cap nazi cableco. So it looks like the only winners in this area of users of FIOS.

- The main attraction, FPS games and other shooter types will fail miserably. The Onlive datacenter is likley to be far more than 350 miles away, causing horrendous button lag. To complicate matters, the actual game server for multiplayer games(such as Call of Duty) is likely to be in variable distant locations away from the datacenter the Onlive user is currently connected through. So that will add normal game lag on top of the button lag, making multiplayer in a shooter nigh unplayable. To even further complicate matters, these Olive users will likely be playing on servers where there are people with PCs playing. The Onlive users will be unable to react fast enough due to all the latency and subsequently be easy game for PC users. Shooters on Onlive will be a nightmare.

Other complications are likley to arrive when this thing hits the real world (not an engineered real world, which is what this test was in)
not only that at peak times will there be a line / que to get a slot in the data center.

ping times may go higher as more people play.

With cable a lot of people on the same block / node all playing can max out there part of the cable network.

I don't know how there data centers are set up but a lot of players at 5mb each can max out parts of the network as well.

How good does this look when it has to down res on the fly to make up for a bandwidth drop? does it drop out? look like what rain fade looks like?
sonicmerlin

join:2009-05-24
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Your reasoning if flawed. I don't think you quite understand how much legacy hardware is out there and being used by everyday consumers. A very small minority of people upgrade their computers regularly. All the people who don't (whether due to lack of interest or lack of funds) fall outside the potential crowd of customers for the PC game industry.

With OnLive *all* games become accessible to them without them having to upgrade their computers. It's not just shooters. All genres experience graphics engine upgrades over time. Basically this means your old P3 or Celeron will be able to run games like Civilization 4.

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Re: Analysis

said by sonicmerlin See Profile :

Your reasoning if flawed. I don't think you quite understand how much legacy hardware is out there and being used by everyday consumers. A very small minority of people upgrade their computers regularly. All the people who don't (whether due to lack of interest or lack of funds) fall outside the potential crowd of customers for the PC game industry.
I understand perfectly. And these are the same people who, if they go with onlive, will smash themselves with $1000 in bandwidth cap overages.
sonicmerlin

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Re: Analysis

Well hopefully with Obama at the helm and Bush finally gone we'll see some progress in that area.

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And latency will be a problem if the net even burps

»garry.posterous.com/good-lord-st···n-just-c
Mar 27, 2009

Gavin Cook said...
Latency is the really important part as it effects the timing of your actions and the game's response to those actions.

If I ping Google, which I think stands as a good example of a company with good if not great infrastructure, I get an average response time of 196ms. So for me to push a button, have the signal go up to the server, effect the rendering, and get a frame back that relates to my action will take somewhere around 392ms. (assuming a rendering time of 0 ms).

At 30fps you need to be spitting out 1 frame every 33.33ms. So a roundtrip latency of 392ms means you are going to have a delay of 11.87 frames. basically a 1/3 of a second to see your action change the game. If the latency were to increase the game would become unplayable.

Being an avid WOW player I've often seen my latency creep up in to the 500-700ms range, and occasionally into the 1500ms range when there is an issue on the network. Most games have tricks in the client to compensate for this, sometimes you see another player snap to a different location as the client gets the updated data for their location. Without a local client and renderer the game is would have to pause (skip?) when there is a hiccup in the network.

All of this is ignoring the other side of the equation which is the rendering of that many frames for that many clients would need some massive hardware and bandwidth. It's a cool idea but I'm not sure there's a workable business model here.

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sonicmerlin

join:2009-05-24
Cleveland, OH

Re: And latency will be a problem if the net even burps

Google's servers aren't optimized for online gaming. And 700 ms? Who gets that? The dude needs to have his connection checked by his ISP.

Smith6612
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OnLive Bandwidth Usage...

Hey, thought I might mention that you guys might want to watch the last 10-15 minutes of the video. Someone directly at the end actually brings up the issues with capping (Kudos to them!) and the OnLive developers talk about it.

»www.youtube.com/watch?v=OGdecNDDr9g&fmt=18

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It will be awesome

I can't wait for Onlive to come out. It's going to be truly amazing!!
Jason - Onlive Forum
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Tomball, TX

Dear streaming companies and OnLive,

Your business plan is being pulled out from under you by cable companies dastardly plan to implement metered billing.

Make with the lobbying. You're going to have to spend your way out of the caps and meters.

Sincerely,
Your customers.
Forums » OnLive Game Streaming Service Impressions


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