Fuck me Dudley. Even by your standards this is some poorly researched drivel. At least read up on the stuff before arguing or you'll look like an idiot. I mean, seriously, investors have spent months looking at this and have decided to commit tens of millions of dollars into funding the company over seven years. Did it cross your mind they might have, you know,
thought of all this already?
Dudley wrote:
They can optimise for lag all they like, pinging a huge site like oracle.com is still a >100ms round trip.
I'm getting 45ms to Google right now over a skanky ADSL line to our office, through a nasty 17 hops. The rollout of OnLive throughout 2010 will overlap with the beginnings of fibre-to-the-home that will put that into single digits. One would presume OnLive would also more heavily invest in peering partners than Google do, as this is crucial to their business.
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Game prices would rocket since they have to buy the hardware rather than sell it to us, pay for encoding of 1080P video minimum and a truly laughable amount of bandwidth.
They are 720p, not 1080p. Encoding is done on a hardware card of their own design so why does that cost? There are economies of scale that they presumably are able to hit. One server could perhaps accomodate 5-10 gamers if fitted with 4 graphics cards, dual-quad processors, and sufficient RAM.
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(since we'll be on to at least the next generation of home consoles and it'll look shit)
I've watched extensive content on a 720p 50" plasma and on a 1080p 50" plasma. Even at that screen size the benefits of 1080p are marginal. "Full HD" is largely a marketing trick unless you have projectors.
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Regardless video that big actually requires a pretty decent PC by today's standards.
You know nothing of the decode CPU requirements of their codec, but that video shows it running on a Dell Studio laptop with integrated Intel graphics. Clearly they have this now so are talking from some informed platform when they describe the minimum specification.
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You're assuming they, you and every computer, router and switch between you will continually maintain 100% reliability at a rather large transfer rate.
I have 16meg internet and it's a 5meg stream. 30% reliability.
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It's massively worse than buying games since as soon as they die, you lose everything you paid for.
FUCK ME HE GOT ONE RIGHT.
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For arcade games, it's a non-starter of the level of flying cars for everyone by the end of the year that are powered purely by love. For stuff like say, Peggle, Flash is here now and is a better solution.
So what? We're not talking about arcade games.
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If everyone has this rather than home consoles it kills indie dev stone dead.
To write games for OnLive you need a PC. To write games for Xbox you need an expensive Xbox dev kit and Microsoft red tape up the yazoo. That's why indie games development is dead on PCs... oh no, wait, it isn't is it? It's centered on the cheap, ubiquitious, easy-to-develop on platform.
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It'll be only open to those with the massive, massive bandwidth and processing power to host games, namely a few big publishers. You'll never see another World of Goo, they could never afford to let you play it.
So OnLive will charge pubs for servers? [citation needed]
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All for the tiny advantage that I don't have to buy a £300 console every 5 years (I have to pay more than that no doubt to rent their £300 console instead)
Their console is "cheaper than the Wii" and optional anyway.
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set against a massive, MASSIVE number of disadvantages like the possibility of losing your games at any moment, being reliant on the internet at all times to play, no modding ever, no indie games ever. You'd be forced to play only what they want you to play, when they want you to play it and pay more for the privilege.
There is some merit here. But: no patching, no mismatched version, no cracking, no piracy.
Craster wrote:
Actually providing the processing power for those games to run and the rendering to video is a different matter entirely. They'd have to charge that out somewhere, either to the publisher or the consumer, meaning the price of indy games goes up and the takeup goes down.
To the customer, I would anticipate. They're being coy about business models, and stating that they will offer options to the publishers, but I wouldn't be surprised to see them focus on subscription models rather than purchases.