ZING!
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ZING!
You're a lowest common denominator.
No, you really, really don't. The very idea that this could make online play difficult is completely retarded if you understand even slightly what this is.
As long as they're able to play it single-player, multi-player is a non-issue because the computers being networked are not being networked using the end-user's internet connection. The ONLY thing your internet is being used for is uploading your controller data and downloading video/sound data. This is EXACTLY the same during single player and multiplayer.Quote:
Again that may impress investors and the press, but it doesn't mean it would work under the stress of millions of players, with wildy varying Internet speeds.
Understand?
Stop talking like you have a clue. You don't even understand the concept. The computers being networked are both on the server side. They're local. So from the perspective of the game, the networking conditions are ideal, and obviously it's not going to need special support from the developers just because the video is being streamed to someone somewhere else.Quote:
Man you really got marketed if you think it's "no problem."
If there is 1ms lag to stream the video to you and the controller data from you for SP, how is MP going to be anything other than normal internet play under ideal network conditions + an extra 1ms lag? And don't tell me you don't believe it can do the 1ms lag for SP thing like your goldfish brain was about to, because you specifically said it would be a problem for MP in a way that it wouldn't for SP.
You still seem to think this thing is a fucking system that has to be networked to other systems to play multiplayer and it's not. It's just a way of getting the picture to people.
And even then, that's impressive, no? It clearly shows that they are reaching beyond "Youtube" technology for streaming, so lets give it a shot.Quote:
They have it working in a demo -- which means a very controlled environment, with hardly any server load, on an ideal Internet connection.
No, they said specificially that the server is back at their home offices 50+ miles away.Quote:
Plus you have no idea of the smoke and mirrors that they may be using behind the scenes to show the demo. Is the server in the building?
I agree with Frog, the Multiplayer portion doesn't present any ADDITIONAL problems.
Of course there's going to be a lag from input to output, but they're claiming they can keep it to 1ms. For perspective, that's less than a tenth of a frame (assuming 60fps). If you can't play an FPS with that lag, you just suck. Hell, I'm pretty sure you could get away with Guitar Hero if those numbers hold.
You could definitely get away with Guitar Hero at 1ms. Hell, you can get away with GH at, like, 40ms, but the Harmonix school of music games is sloppy like that.
Still, isn't the claim 1ms to encode? That doesn't involve ping to OnLive's servers.
They're claiming 1ms for the entire loop from uploading input to receiving output. I dunno if it's true, but even if it's a bit more than that, it seems viable.
IGN thinks that it works. They all say the video compression is noticible, but not terrible, which probably puts it on par with most digital cable services.
Yeah I just read that article, this shit blows my mind.
Awesome.