Any system that can run Crysis at 1080p at 30 frames (which is any reasonable modern gaming system) can run two instances at 720p since it's half the pixels. Crysis doesn't require an immensely powerful CPU, so any new four core processor would easily handle the processing for two simultaneous instances. This isn't an issue.
That being said, most people won't be playing Crysis. People will be playing a wide variety of games, some of which require more processing power and some that require less. Racing games and games like Counterstrike: Source could easily run 3-4 instances on a modern gaming machine.
jdreyer wrote on Dec 31, 2009, 16:49:
InBlack: I work with virtual servers every day. I know their limitations. I've also been a systems builder and game player for 20 years, and I know the limitations. Nothing here is beyond the technical limits of what is possible. There's very little here beyond what a cyber cafe does, except the hardware is even cheaper due to rack mounting and the 720p limitation. The only issue is whether it's cost effective.
Investors, especially in this economy, don't just throw their money at impossible projects. That this has attracted sufficient funding speaks volumes to the confidence that smart people think that this can be pulled off.
Any system that can run Crysis at 1080p at 30 frames (which is any reasonable modern gaming system) can run two instances at 720p since it's half the pixels. Crysis doesn't require an immensely powerful CPU, so any new four core processor would easily handle the processing for two simultaneous instances. This isn't an issue.
InBlack wrote on Dec 31, 2009, 06:34:
Say WHAT?
Show me a desktop-class rackmount server that can run 3 copies of Crysis at the same time. Please!? Im begging to see this wonder of technology.
And then please show me how this handles video compression on top of that for every three clients that use it.
Ill even be generous, forget about TCP/IP latency. Just hook up some peripherals and let three people play on that monster. Lets see how many FPS they get.
InBlack wrote on Dec 31, 2009, 06:34:
Say WHAT?
Show me a desktop-class rackmount server that can run 3 copies of Crysis at the same time. Please!? Im begging to see this wonder of technology.
And then please show me how this handles video compression on top of that for every three clients that use it.
Ill even be generous, forget about TCP/IP latency. Just hook up some peripherals and let three people play on that monster. Lets see how many FPS they get.
No, it would be like console game development. They would develop for the narrow server platform rather than broad consumer PC's.
The elimination of the requirement of delivering games on physical media coupled with the "instant" delivery of games via a service like OnLive makes the elimination of the traditional sales model possible. Video games would be delivered via a recurring subscription model in the same way that television is now.
No, they don't as I can attest from personal experiance unless by "fine" you actually mean "technically viewable". Even your review links corroborate this such as this quote:
"The 720p H.264 and 1080p files froze in place occasionally, dropped frames, and refused to play back in what we would consider a "smooth" fashion."
As with the Eee PC 1005HA, the 720p WMVHD clip was the only one that played back "smoothly."
jdreyer wrote on Dec 30, 2009, 22:21:No, they don't as I can attest from personal experiance unless by "fine" you actually mean "technically viewable". Even your review links corroborate this such as this quote:
lots of netbooks decode 720p video just fine.
Any normal laptop or desktop made in the last 5 years will have no trouble decoding hidef video.Any normal laptop or desktop made in the last five years which has Intel integrated video and a weak CPU like an Atom or a single-core (as is the case with almost all netbooks) is going to have some problem smoothly decoding highly compressed 720p or larger video. Yes, the netbooks with Nvidia's ION and newer chipsets don't suffer from this as much or at all, but most netbooks don't use these chipset because Intel makes sure it isn't cost effective.
Only when 95% of the game playing population of earth have fiber optic to the desktop PC.
Jerykk wrote on Dec 30, 2009, 21:42:No, it would be like console game development. They would develop for the narrow server platform rather than broad consumer PC's. It would save a lot of time and money especially in QA, and if services like OnLive really took off it could finally provide the holy grail that publishers have been looking for which is to have a single development platform for delivery to any consumer device. So, no more time wasted on developing for multiple consoles.
That would be terribly impractical, since the developers and QA would need to be able to run the game on their own machines. You can't develop and test a game exclusively through OnLive's servers.
Except publishers will still make more money if they make the games available at retail in addition to OnLive.While there will be some form of retail offering, it will be more akin to the way that television and Internet services or subscription game cards are sold at retail. Just because the games won't be stored and run locally doesn't mean there won't be an offering of them through retail.
Console games have been available for rent for years but that hasn't stopped them from being soldThe elimination of the requirement of delivering games on physical media coupled with the "instant" delivery of games via a service like OnLive makes the elimination of the traditional sales model possible. Video games would be delivered via a recurring subscription model in the same way that television is now. And, if that is how games are offered, then that is how they will be consumed. The demand for the content will drive consumers to this new model.
jdreyer wrote on Dec 30, 2009, 21:24:Actually PC games do have to be modified to work with the service. In addition designing games specifically to take advantage of the server platform on which they will be run would allow them to scale better and be more cost effective. So, it is certainly reasonable to assume that game publishers will do this and target the platform exclusively once the service catches on.
Onlive is designed to run instances of PC games as they exist today. They don't need to make special Onlive only copies.
It's like saying the popularity of Netflix means that studios stopped selling retail copies of movies to consumers.No it isn't because video games are not like movies. For one thing video games have a much shorter shelf-life than movies sold on physical media because of the rapid advances in technology. So, most consumers don't expect as much longevity from their games as they do their movies. In addition unlike movies sold on physical media, PC game software is licensed to consumers through EULA's, and the DRM and online multiplayer components in PC games already give them a terminability which DVD movies lack. Therefore, moving commercial PC games to a totally service or subscription-based delivery model is not the big change it would be for movies.
"Renting" a game from Onlive is not the same as purchasing a personal copy.Of course it isn't, but the problem is that the latter will most likely no longer be an option if services like OnLive are successful because the games simply won't be designed and released to run locally on consumers' PC's. The game publishers won't waste time or money on the tiny niche of holdouts who won't adopt the new model.
And only a small fraction of PC gamers will have Onlive accounts at all.That will only be true until the service becomes successful. Then it will go from being an optional avenue, to the norm, and finally to the only game in town to play mainstream commercial games.
The games will be designed specifically for these virtualized servers and they won't run on off-the-shelf PC's at least not without addition modification which the publishers won't spend the time or money on since there is no need.
That is simply because there isn't an alternative if game publishers want to reach PC users.
Jerykk wrote on Dec 30, 2009, 21:16:But, my point is that it won't really be a PC version. The games will be designed specifically for these virtualized servers and they won't run on off-the-shelf PC's at least not without addition modification which the publishers won't spend the time or money on since there is no need.
That's another possibility. However, if they are going to make a PC version anyway
After all, they are still releasing PC games nowThat is simply because there isn't an alternative if game publishers want to reach PC users. These gaming subscription services give publishers that alternative. If consumers want to play commercial games on the PC, they will have to do it via these subscription services. There won't be the traditional PC game as an alternative because from the publisher's standpoint there is simply no reason to bother with the hassle and expense. PC gamers will either have to hop on the bandwagon or make their own games.
That is not what would happen. Instead publishers would stop releasing PC games in the traditional sense or release even fewer of them than they do now. Instead they would design and deliver games which only run on these specialized servers and which PC users can only play by subscribing to this service.