OnLive is gaming for the SD, YouTube generation.
Which would you call more successful in business and culture-defining sense, Blu-ray or Youtube?
OnLive is gaming for the SD, YouTube generation.
Which would you call more successful in business and culture-defining sense, Blu-ray or Youtube?
Even then, 90%+ of laptops currently in user hands have a well-below-ion level of performance I'm guessing.
I know my Dell I bought for 399 a while back does. It has Intel GMA 4500 or something. Even though it's dual core, 15.4" and 2GB RAM.
That is one sweet netbook though. Although dual core atom would be a lot nicer. But that's another thing, I doubt a weakling Atom 1.6 single core is much for games.
Is that a viable business model for server-side gaming though? Especially with everyone having a portable gaming device in the mobile/DS/iPod.How about places like airports and hotels? You're waiting for your plane, have some time to kill, go to the internet kiosk and play a game for a while.
Yes, but I'm thinking that those who have laptops and not desktop PCs or consoles don't care for these types of games. I can't imagine a large contigent of shoppers buying laptops, wishing they could afford a PC or console to play games like Batman and now seeing OnLive as a fabulous opportunity.Well, seems to me Onlive has an obvious market...pretty much everybody with a non-gaming laptop (meaning like 95% of them). And laptops have sold more than desktops for years, so that market is growing.
Two very different things. How many movies are being released on YouTube..? Plus Youtube has extended to support HS resolutions. But sure, MP3's show quality doesn't matter to many, but we're also looking at a far wider content market. More people want to listen to music or watch films than play hardcore games. The people who like to play hardcore games tend to also appreciate graphics, which is why we get upgraded PCs and new consoles every 5+ years. OnLive faces two markets. The first is us gamers who would want to game a much inferior experience to what we're used to - I can't see that being very big. The second is non-gamers who aren't playing these titles but who want to yet haven't bought into platforms that enable it. I'm guesing most of those will be people who can't afford an HD console, and yet the cost of OnLive isn't making it the affordable option nor the best value. Get an XB360 on credit, 12 monthly installments, and you'll get cheaper games, a better experience, more flexibility, etc.Which would you call more successful in business and culture-defining sense, Blu-ray or Youtube?
After reading it more, it plays better than I expected, but my prospects for it taking off are now much lower.
Good results requiring a 20+ Mb connection? Lesser bandwidth = less quality (IQ and possibly latency). Lets say somewhere between 5-10 Mb for at least a somewhat decent if low IQ experience.
In most the US that would mean service from a provider with a data cap which will be saturated fairly quickly if you do much gaming. That also rules out laptops at home for most people.
Laptops on the road would far even worse, good luck getting a 5-10 Mb (and forget about 20 Mb) connection at a hotel, airport or internet hot spot.
My original thoughts of a Hotel providing this service also goes out the window. Having to provision enough bandwidth to serve the needs of enough guests?
I just can't see where this makes any sense at all anymore.
Regards,
SB
Eventually, internet connections are going to get even faster. We've all been on 56K and (A)DSL before we got to Mbit speed connections and we're going to get 10-20-50Mbit someday, too. Bandwith caps are going to have to rise as well, as HD streaming video becomes a standard, with Youtube and all. We've also had a pretty good quality stream from all E3 press conferences this year, remember?
So, in theory, ISPs will sooner then later catch up to the requirements of Onlive. And even if they improve image quality and compression to stay competitive, which would require even more bandwidth, they'd still be less and less ahead of the average user's connection speed. By the time it'd become widespread, with multiple millions of users, the entire internet would have to get a lot faster anyway. This part of their business plan is OK in theory, there are far larger problems in the system elsewhere right now.
These are exactly the kinds of problems that I see instead of the bandwidth and download cap issues.
Also, considering how few people own 1080p capable, relatively low performance notebooks and desktop PCs, I don't think that going to a higher resolution would be such an important requirement. I don't expect nextgen consoles to go 1:1 1080p anyway - if there's anything to learn from the X360/PS3, it's that they can get away with an upscaled 720p or 1024-1280x1080p easily, especially with some form of MLAA.
I dunno , it seems like alot of laptops are heading for 1080p monitors now as they are getting cheaper and cheaper.
I think this pic from the DF article sums it up for me: http://images.eurogamer.net/assets/articles//a/1/1/7/9/0/5/2/Dupe1.jpg.jpg
OnLive is gaming for the SD, YouTube generation. Great for mobile phones, but it's not a replacement for local hardware yet. However, the future of cloud computing, server-side gaming, has been kicked off. Cheap local performance hardware can still be capable, suggesting in the future, semi-smart terminals could do sophisticated image reconstruction. I'm sure DF will dig deeper into the possibilities in their follow up article!
The big question now is whether OnLive attracts custom or not. Who is it going to sell to, given that to me it seems PC and console gamers are going to want to steer clear? And if it can't generate a stable userbase, how will the fututre of server-side gaming work? Presumably it'll be down to one of the console companies to introduce their 'online console', with something like Xbox Live! evolving to a whole media devlivery and execution platform. I'm sure Ms would love that! But with crappy internet infrastructure, this seems a long way off to me.