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NVIDIA's Cloud Gaming

NVIDIA announces NVIDIA GRID, their own entry into the cloud computing area, saying they are "building on a unique legacy in gaming graphics and graphic performance to lead the way" in this area pioneered by Gaikai and OnLive. This page has further details, claiming their implementation will allow more concurrent users per server, lower latency, and better game content. Here's an overview: "NVIDIA GRID leverages some of this same technology to render and stream games from the cloud, with thousands of engineers dedicated to creating the ultimate system for service operators. Think of it as a gaming supercomputer in the cloud, built by NVIDIA."

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17. Re: NVIDIA's Cloud Gaming Jan 7, 2013, 13:57 jdreyer
 
ItBurn wrote on Jan 7, 2013, 11:16:
I haven't tried onLive or other cloud gaming solutions, but I can't see ANY input lag as being acceptable... The other huge problem is that the internet sucks in Canada. It's too slow and we have very tight/low download limits. There's no way I can stream all the time, it would cost me a fortune. I don't see any of this changing in a long time.

Apparently, lag is less of an issue than artifacting. I remember reading an article a year ago, and I recall that UT3 was laggy but playable but you'd struggle in multiplayer vs. players who hosted the game natively. But apparently RPGs and strategy titles played much better. I couldn't find that article, but here's a PC Gamer article that reviews OnLive.

...unlike other streaming services, like Spotify or iPlayer, I don’t think OnLive quite hits the right balance of loss of quality against convenience. What they’ve achieved is remarkable, but it’s hard to recommend paying for it, at least on the PC, just yet. The video isn’t just highly compressed and full of artefacts, it’s low-res in the first place too. That means details are lost and even a 2D shoot-’em-up looks fuzzy. I can’t imagine playing LA Noire or a point-and-click adventure that relies on being able to see small objects to solve puzzles over OnLive.

And that’s when it’s working well. Nothing breaks a game’s sense of immersion more than tearing video, vocoder-like sound errors and a flashing “Network quality too low” button at the top of the screen. Which does happen.

From a technical point of view, it uses over 2GB an hour bandwidth too: that’s bad news for anyone on a capped service or whose fair use policy will throttle their connection for ‘heavy use’. BT currently excludes OnLive traffic from its cap, but it’s not worth switching ISP for.
 
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