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scamp115
12:47 AM on 01.25.2010

After reading the comments on the recent article about OnLive's lag issues, I felt compelled to educate the the dtoid community. It seems to me like consensus among the posters is that OnLive is destined to fail, and given the fact that the service isn't out of beta yet, it is almost certain that none of them have tried it for themselves. So before anyone else decides to join these travelling fortune tellers I am going to do my very best to explain why this just might be the next evolution of the video game industry.

The article references a blog post where OnLive's founder Steve Perlman is defending the service against the informal preview of a blogger from PC Perspective using the beta credentials of a friend. The PC Perspective post itself was very critical of the lag that the blogger experienced, stating that the games were almost unplayable. For those that don't care about the technical details, suffice it to say that in its current form OnLive was designed to be played from the same server that the beta account was originally registered to. This restriction is necessary for OnLive to gather statistics about people's use and the performance of their system. So if you stop now and take nothing else from this blog post, please keep in mind that the experience of PC Perspective is not an accurate assessment of the way the system will work once it is out of beta and available to the general public.



For those of you that have decide to stick around I will now attempt to describe how OnLive hopes to deliver on their promise of instant access to all the hottest games. As Perlman noted in his blog the biggest hurdle that OnLive has had to clear is that of the limitation of the speed of light. Through a little bit of research into human psychology they have learned that longest amount that can pass from when someone performs an action to them seeing that action and accepting that they were responsible for that action is 80 milliseconds. That means that they have 80 milliseconds from the moment a user pushes a button to get that input to their server, compute the next frame, compress that frame, and get that frame to the user. So for a user at that 1000 mile limit the round trip time that it would take light to go back and forth between the user and the server would be about 10 milliseconds, which is highly optimistic. First, although much of the backbone network in the US is fiber optic most end user connections are not, so the packets won't travelling at the speed of light to the end user. The other factor is that their is a lot of switching that happens as a packet makes its way to the user. If I remember correctly from the presentation that Perlman gave at Columbia University they are assuming a 25-30 millisecond window for the round trip packet time.

The problem gets even more complicated when you realize that ISP's try to route as much of their traffic through their own network to avoid switching fees (fees charged by other ISP's for switching the packet onto another ISP's network.). This means that someone in Las Vegas attempting to connect to the data center in California might be connected via Seattle because that is cheaper for their ISP, but it does nothing to help keep OnLive's round trip packet time down. So OnLive had the brilliant idea get their internet connection from 10 of the top ISP's in the country and then optimize their servers to find which ISP gives them the most direct connection to the end user. So given that their biggest limiting factor being the speed of light, they have spent a lot of time optimizing the rest of their algorithm to hit into that 80 millisecond timeframe.

They have used a number of novel approaches to achieve this. First unlike typical internet connection using TCP, which request lost packets be resent from a server, OnLive uses UDP. This basically means that if a packet gets lost they don't really care. So a frame here of there is going to have a lot of missing data. Their algorithm is designed as a feedback loop, so maybe if certain parts of a frame didn't make it for any particular frame they will attempt to make sure that in the next frame those errors aren't present. So unlike other online video services, they are just trying to make sure that in motion the picture looks good. And all of this has been designed into a piece of hardware that allows their servers to do this compression very quickly.

At this point I feel that I am just rehashing points that Perlman recently made at a college demonstration of OnLive. If you really want to understand how this works, I would suggest watching the whole forty minute video. And to all of those that still think that this is going to fail, that is why you are never going to be rich. It takes a bold idea, with the right amount of innovation and desire to make it happen. Steve Perlman has a bold idea with the potential to reshape the video game industry as we know, and he has spent many years developing an innovative solution that I predict will wow even the most staunch critics.



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Legacy Comments (will be imported soon)


I'm not at all interested in OnLive, but in just the first paragraph you convinced me that the original criticism was unreasonably ignorant. Thanks for clearing that up.
I don't know the exact details about OnLive so I can't say what resolution it streams at... But I can at the very least say streaming a 720p video image is going to kill my bandwidth limit for the month. If it's compressed then it will look like crap. I'm honestly expecting it will manage both.

Also what subscription method are they using? I mean if it's a flat rate per month. Some publishers aren't going to want their triple A title on it because they won't be pushing unit numbers. Which means their titles won't be available on OnLive and you'll need your 360 / PS3 / PC to play them. Mean you'll probably have to own the hardware to play the games anyway making OnLive pointless.

If you just pay per title like say steam... How do they afford the servers? I mean my brain hurts just thinking about how much power and bandwidth something like that would eat.

I mean hell I don't even need to go this far into it... All I need to say is sometimes I'd like to play games if my ISP is down for the day. Ohhh noes I've discredited OnLive so quickly.

I have other disagreements with the service like inability to tweak or modify games. But I understand that isn't available on all platforms anyway.

Also yeah whine it's a beta all you like... It hasn't even hit retail where people are going to be pounding on the cloud server setup like hell. Have fun playing your games at peak hours. I'd just really love to live in the fantasy land the OnLive engineers envision though. Sounds like that place has a really nice internet infrastructure. Wish we had that.

But hell if you want to sit here and think OnLive will be comparable to what we have now in our homes... More power to ya. Keep on dreaming because I don't think OnLive will be giving me uncompressed 1080p anytime soon. Honestly I don't even understand the need for OnLive. Why is buying the hardware that bad? A 360 or PS3 doesn't cost that much.
We'll see how the final project ends up, but I doubt as much work will be put into the canadian network as the US network.

I wonder how the European support is going to work out.
Using UDP for games isn't exactly novel. They've been doing it for years. Pretty much since online gaming has existed. Pretty much the only time TCP is used is to announce to the server that you're alive and well.
it will be amazing if it works the way they dream it will. Hope OnLive can live up to the dream.
@Iron Dragon: I must agree with you on a number of points. I am very heavily invested in my PC hardware and over 60 games on Steam. I don't envision me committing full force to cloud game, but merely from a technical standpoint this idea has a lot going for it.

I admit that I am not thrilled that should I lose my internet connection I would lose all access to the games that I paid for. It sucks that game mods wouldn't be possible on this system, or at least they would have to rely on a traditional sales model to give modders access to the game so they could make mods. So obviously the traditional model has many strengths over OnLive, and it would be silly for me to claim that OnLive will replace consoles for home PC's any time soon. All I wished to do with this blog was point out that people who are knocking the technology are a bit premature in their judgments.

As one final note, OnLive's engineers have already thought of how to mitigate peak hour congestion. Once the full service is active they plan to have 5 server farms to deal with all their traffic. So as peak hours hit at their eastern center, they will switch people to their other center in Chicago to balance the load.
I think it's technically possible on a small scale sure... Just it'll have limitations: image quality, slight input lag, possibly monthly fee, restrictive system with little user control, bandwidth usage, etc... I just think it's a grand dream on the aging internet infrastructure we have in North America.

Frankly my biggest problems with OnLive are just feasibility concerns. I just don't see it being a better solution to a problem that frankly... Isn't very significant with how cheap hardware is. TVs cost more than the hardware to run these games. I mean we can try and do it... The question is do we need to?

Also if they are mitigating traffic at peak hours then is it correct to assume that won't be the optimal connection? I mean if I'm in California and they connect me to Chicago at peak hours... Would I not have the same issues faced by people cheating the beta? Service would still get worse as some users were mitigated. It doesn't fix the problem.
You make a good argument. If the technology you describe works as well as they say, then theoretically this could revolutionize gaming as a whole. If it works, I'll give it a chance. But, see there are so many issues with the concept right off the bat.

Are Sony, Nintendo and Microsoft getting behind this? I highly doubt they are, since they are dependent on hardware and software sales which is virtually the opposite of what OnLive supports, aside from the the unit you need to play with. Which means they are going to need support from major publishers such as EA, Acti-Blizzard, Ubisoft, etc. Now, I love a competitive market, because we as consumers have more options and it forces companies to make better products. But it would be incredibly hard for something like this to start off and last without a huge impact and success from the beginning. Although, I suppose that is what the beta and testing is for.

What about owning a copy of the game? I know that digital distribution is the path of the future; its inevitable. But even the digital copies of the games I have in my hard drive or flash drive are mine. I may not have a physical copy I can touch, but I can control what I do with them. This gives me far more control of my games than what OnLive does, as far as I know. Unless there is a detail I'm not aware of, where I own the game more than is implied, I'm not O.K. with OnLive's system. Especially if I have to pay a subscription. To date, I have to pay no subscription to any game or system I have, and quite frankly, I'd be hard pressed to start at any given time.

Lastly, the controller is ugly and looks uncomfortable. Just my opinion, though.
Just as a small clarification, at least from my understanding of their intended business model, there will be a subscription that you have to pay to access the service and you will have to buy individual games you want to play. They plan to have the ability to demo any game, but you will need to buy it to play the whole game.

Now of course being a PC gamer at heart I object to this subscription plan, but it does allow OnLive to operate without needing a boat load of cash to compete with Microsoft, Sony, and Nintendo. They are renting the servers at their data centers, so as long as enough money is coming in from subscriptions to pay their rental then they win. They also have had a very easy time convincing major publisher to put their games on OnLive. The PC version of any game can run without modification on OnLive, so the publishers don't need to do anything special, and without the need to package a retail disk. From a business standpoint OnLive makes a lot of sense, you can't pirate the game because you aren't getting any of the interactive code, just the video feed. You don't have Gamestop or other used game stores siphoning money from publishers.

So really the barrier to entry is quite small for OnLive. Also considering that the plastic for their microconsole cost more than the tech in it, they can give that away with a subscription. So I don't imagine the hardcore crowd flocking to Onlive in droves, but I still think their is a place for it in the market. Also considering that they are releasing an iphone version (and no you can't play over the cell network because there is nothing that can be done about the lag in current generation cell phone tech), there are many avenues for people to access the games they buy on the system.

And I do realize that I sound like a flip flopper because I defend the system and turn around and admit that I probably won't use it much, but I really think the debate over OnLive should be about the ownership of the content and what happens when I don't have an internet connection. How will this effect bandwidth usage limits? I am truly excited to see what this tech can do, and it does have some features that you can't find anywhere else. They can use ip multicasting to broadcast tournament games. They have a system in place to combine the mic input of all the observers to make the ambient stadium sounds in sports game tournaments. These are admittedly simple novelties, but it is something new and fresh.

So to wrap up all my rambling from this post and comments, this technology has real potential. They have spent a lot of time working out the technical aspects of the system. Whether or not I will be comfortable with my games living solely in the cloud is still to be determined, but I truly can't wait to see how this effects the video game industry.

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