OnLive's latency has again come under scrutiny, with gamers concerned that network delays might scupper the immediacy of their play. DigitalFoundry hooked up a Ben Heck latency monitor with an Xbox 360 joypad and then filmed some gameplay with a 60fps camera; slowed down and frames counted, they figures out that the OnLive system could manage an optimum response of 150ms.
OnLive is a cloud game streaming service that has been on the horizon for a while now. The service has been tested a few times and frequently suffered from lag according to some reviews. The OnLive service went live for the first time yesterday.
Things have been quiet on the OnLive front of late, but the streaming games system looks to be finally rolling out commercially thanks to a partnership with UK telco BT. The deal sees BT take a 2.6-percent stake in OnLive, plus exclusive rights to bundle it with their home broadband services in the UK; meanwhile a US launch is tipped for summer 2010.
Well, what can we say, but it's finally here. After almost 8 years of development and millions of lines of code, OnLive, the gaming equivalent of cloud-computing technology is set to take the gaming world by storm on June 17th, coming to both PCs and Macs in the contiguous 48 states at a $14.95 per month base subscription.
Any gamer that plays online games will tell you that lag is a serious problem. Too much lag keeps you from being able to control your character and gets you fragged, killing the fun of gaming. One of the big problems that many gamers feared when the OnLive cloud gaming service first surfaced was lag.
OnLive have already woken up interest in cloud-gaming, using a system of remote server processing and rendering that means local computers can be little more than viewing devices, but now that system has been shrunk down to cellphone size. OTOY use the same sort of server-side rendering system as OnLive, but promise that it's usable even through the web browser on a cellphone. To demonstrate it, they've released a video showing an Xbox 360 controller being used to control a FPS on a Samsung Omnia.
Video demo after the cut
They're calling it gaming meets on-demand meets cloud computing, and if OnLive can pull it off it might just revolutionize the video game industry. OnLive is a remotely-hosted gaming experience, with the heavy crunching normally done by an expensive console or high-spec PC instead carried out remotely. All the player needs is a broadband connection (1.5Mbps for Wii-level 480p graphics; 4-5Mbps for 720p HD) and either a PC or Mac to play on.
Video demo after the cut