Page 10 of 39 FirstFirst ... 6891011121424 ... LastLast
Results 91 to 100 of 381

Thread: OnLive

  1. Quote Originally Posted by Shin Johnpv View Post
    Because I want to actually Own the games I pay for.
    You and I both - but you can't argue that having a way to play any game on any kind of rig is a little rad. I still want to own stuff and have the physical media - don't trust that servers will keep games up forever. Though likewise I think it's a great way to make sure that you don't get hosed on a title just because the publisher only made like 10,000 copies.
    Quote Originally Posted by Diff-chan View Post
    Careful. We're talking about games here. Fun isn't part of it.

  2. It sounds to me like PBmax doesn't really get how this thing works either.

    Also, read the gizmondo article and it's as I expected, artifact heavy, and will probably only work if you're near a server cluster.

    Wake me up when your internet can handle this type of thing.
    You sir, are a hideous hermaphroditical character which has neither the force and firmness of a man, nor the gentleness and sensibility of a woman.

  3. Yeah, I don't have a lot of faith in this either. Analysts and others who don't seem to actually play games are going nuts for it, though.

    James

  4. Quote Originally Posted by bbobb View Post
    It sounds to me like PBmax doesn't really get how this thing works either.

    Also, read the gizmondo article and it's as I expected, artifact heavy, and will probably only work if you're near a server cluster.

    Wake me up when your internet can handle this type of thing.
    I don't get it , yet we come to the same conclusion?

    Backloggery
    GameTZ

    Go home and be a family man.

  5. I dunno about you guys, but I've always wanted to introduce every possible technical hurdle of online gaming (and then some) into my single-player experience.

    The infrastructure required for something like this to work acceptably simply does not exist.

    Quote Originally Posted by Frogacuda View Post
    Of course there's going to be a lag from input to output, but they're claiming they can keep it to 1ms.
    LOL

    I can't believe anybody could be suckered into believing that.

  6. I doubt I've ever pinged to a single IP on the internet at 1ms.

  7. Quote Originally Posted by Tain View Post
    I doubt I've ever pinged to a single IP on the internet at 1ms.
    The most ground you could possibly cover in 1ms is about 180 miles (one way, not round trip). And that's if you're going at the speed of light. Though it seems they were saying just 1ms for the video encoding. I suppose that's doable, but I question the quality and bandwidth requirements you're going to get from on-the-fly single-frame compression with no buffering.

  8. Quote Originally Posted by PBMax View Post
    When you've coded a network engine for a commercial game come talk to me. Until then it's safe to assume I know more about this topic than you, so you can drop the "I'm smarter than you" BS.
    Again, the problem is not your understanding of networking, but your understanding of how this particular product works. This is a way of piping video to people, it doesn't have anything to do with how the game itself is networked.

    Internet latency, server and local bandwidth fluctuations, server video encoding delays, local video decoding delays, or input upload delays for any player would throw the game out of sync.
    I like how you did exactly what I said you would do and told you preemptively not to. All of these factors are issues that would affect the single player, but are not made worse in any way because it's a multiplayer game being streamed to the player.

    Either the server or the game itself is going to have to have software systems that ensure that the game stays in sync.
    No, actually it's not, beyond the existing network code. That's not how this works.
    Quote Originally Posted by PBMax View Post
    I don't get it , yet we come to the same conclusion?

    Exactly. Because he didn't bury himself by trying to make ridiculous claims relating to multiplayer.

  9. Quote Originally Posted by Sixfortyfive View Post
    The infrastructure required for something like this to work acceptably simply does not exist.
    Quote Originally Posted by Othello Harrington View Post
    I could do that with two racks of blade servers and a fiber backbone. Not that big of a deal man.
    I think biff just might know a little more about for real networking.

  10. #100
    If it works, it's fucking rad.
    Pete DeBoer's Tie
    There are no rules, only consequences.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Games.com logo