4 ms·
I thought OnLive and other thin client gaming services took a shot at latency, made some great achievements, but hit walls.[1-4] It seems hard to put a few mile
by brownbat 12y ago
I thought OnLive and other thin client gaming services took a shot at latency, made some great achievements, but hit walls.[1-4] It seems hard to put a few miles between the game and the screen and keep response times natural.
Maybe 99.9% of computing doesn't need latency as low as FPS and fighters though. Maybe this is just taking OnLive[5] tech and making a really smooth remote desktop out of it. If so, I guess this kind of a shoot for the stars, land on the moon technology. I guess that's still pretty cool.
[1] http://www.eurogamer.net/articles/digitalfoundry-onlive-lag-analysis http://www.eurogamer.net/articles/digitalfoundry-onlive-lag-...
[2] http://www.eurogamer.net/articles/digitalfoundry-face-off-gaikai-vs-onlive http://www.eurogamer.net/articles/digitalfoundry-face-off-ga...
[3] http://www.iis.sinica.edu.tw/~swc/onlive/onlive.html http://www.iis.sinica.edu.tw/~swc/onlive/onlive.html
[4] http://www.eurogamer.net/articles/digitalfoundry-onlive-boosts-image-quality http://www.eurogamer.net/articles/digitalfoundry-onlive-boos...
[5] Or StreamMyGame or GaiKai or others. I gather there were a few different approaches to the problem, involving debates about whether datacenter placement or higher framerate rendering were more important. UPDATE: Ooh, DTE, I'd be really curious which of those approaches you thought were failures, assuming you studied competing services, or if you just harvested a few ideas from everybody.
- jzelinskie 12y agonVidia has had a service superior to OnLive called Grid which is going to be made publicly available in the near future. They claim ~150ms of lag.