In the meantime what I am saying is that those that couldn't handle one internet based service due to:
a) unreliable internet
b) high latency
c) bandwidth caps
If you can't use internet offering X from company Y because your internet is crappy, then you suddenly can't use internet offering A from company B for the very same reason.
Wrong wrong wrong!!!! You've completely failed to follow and understand the discussion
s. There have been numerous discussion
s surrounding internet requirements and various companies' strategies.
Always on checks:
Requirements : 100% reliable internet connection.
Criticism : Internet sometimes goes down, whether due to ISP or router or whatever, and losing access to one's games then wasn't agreeable.
Vernacular complaints : "I get internet drop-outs like once a week/month/year. I shouldn't lose access to my disc games at those times."
Vernacular defences : "Realistically, drop-outs are extremely rare and you gain game sharing and access to cloud functions."
Factual points to consider : What's the real world failure rate of the internet in people's homes? Was it high enough to mean some people wouldn't have access to their offline games some of the time?
Digital only:
Requirements : High bandwidth for fast delivery. Decent internet plans with no caps.
Criticism : The current state of the internet can't support digital distribution only because some of the gaming market has poor internet BB.
Vernacular complaints : "I'm lucky if I get 1 megabyte a second. It'll take me 14 hours to download a game. It's quicker to pop into the shops. My ISP has a 40 GB/m cap."
Vernacular defences : "Average internet speeds anywhere that's not the sticks or backwaters are at very high speeds and you can preload games. You can structure game downloads so you don't need to download all of it before you can play."
Factual points to consider : What's the real 'state of the internet' regards broadband speeds and would some people find it difficult to operate a digital download only console? How viable are the software solutions like partial game downloads?
Cloud computing enhancements:
Requirements : Low latency, preferably high bandwidth.
Criticism : The internet does not offer low enough latency for realtime computing shared between console and cloud. The amount of support the cloud can provide is thus limited.
Vernacular complaints : "I get pings of 100+ ms meaning horrible latency issues with cloud-computed aspects integrating with local console-computed aspects. The average internet bandwidth provides only a few kilobytes, an irrelevant fraction of the systems bandwidth, a frame so there's not much the cloud can work on."
Vernacular defences : "Pings can be reduced with decent server distribution. The cloud is only there to work on high demand computations, and it doesn't need to be realtime workloads."
Factual points to consider : What's the average latency and bandwidth of internet connections, and what are the sort of data moving requirements of various tasks and algorithms?
Now look at this completely independent topic...
Game streaming (OnLive as the discussion was):
Requirements : High enough, stable enough bandwidth, and very low latency. Reliable internet connection
Criticism : Latency will be intolerable. Realtime compression at decent quality isn't likely to be possible.
Vernacular complaints : "I get pings of 100+ ms. It'll add four frames onto already laggy games. There's no way to compress a game feed in realtime at decent enough quality. Youtube looks like shit and that's what OnLive will look like."
Vernacular defences : "Decent distribution of servers can reduce ping. OnLive proved you could get some sort of realtime compression going and that'll only improve as internet speeds improve and tech gets faster."
Factual points to consider : What are the latencies achieved and image quality with game streaming services?
I don't claim these summaries are anything like complete and there are other arguments to be (and were) had, but they are there to illustrates
different discussions. The requirements of the different discussions are also different. The reference points and targets are different. A criticism of internet bandwidth in a discussion about digital distribution doesn't bare relation to streaming video (or game video). That's why when MS announced Skype support in X1, there wasn't a public outcry that the internet wasn't fast enough to support video chat. For that service, bandwidth is typically accepted as adequate and it doesn't need mentioning. For streaming game video, bandwidth is typically accurate among enough of the population who care about such things. There will be people who won't have access to the service due to BW requirements and they may well voice their concerns, but they'll be evidently in the minority among the rest of the gaming populace. That's also why when these comapnies talk about online gaming, there wasn't a massive outcry that the internet was broken and can't support it, because the requirements for online gaming are already met and accepted as the norm.
In summary, prior discussions on internet activities don't have an immediate 1:1 correlation with this one, such that dismissive arguments in those discussions must also apply dismissively in this discussion as you believe. The only parallels I see are -
1) Internet reliability, but that's in the context of an online service and not accessing offline content, so response to the same internet reliability will probably be different.
2) Low latency discussion in the cloud compute debate is also relevant to game streaming, although in a diminished capacity as it only affects input. Remote gaming has no synchronisation issues to worry about.
Bandwidth doesn't really come into it as the requirement here is video streaming level which hasn't factored into any other debates. Given the high proportion of gamers who use internet video steaming services like iPlayer and Netflix, that's clearly a non-issue for those actively engaged in the discussion.
For the sake of sane, constructive discussion, it'd be far more useful if people took the poignant issues now independently of other debates where correlations will be confused and arguments possibly misremebered.