http://www.eurogamer.net/articles/gdc-why-onlive-cant-possibly-work-article
i was linked this article earlier as proof that onlive cannot possibly work the way it has been presented. the writer does make several good points, but they are presented in a way as to easily sway the reader instead of just stating facts.
To give the kind of performance OnLive is promising (720p at 60 frames-per-second) realistically its datacenters are going to require the processing equivalent of a high-end dual core PC running a very fast GPU – a 9800GT minimum, and maybe something a bit meatier depending on whether the 60fps gameplay claim works out, and which games will actually be running. That’s for every single connection OnLive is going to be handling.
this is obviously false. with most of today’s games, if you have a very high end consumer pc with 4 of the best video cards, you can run multiple copies of a game simultaneously with no problem at all. later on he makes an allusion to having high end servers, but for some reason he still says that you’d need one machine per user.
Not only will these datacenters be handling the gameplay, they will also be encoding the video output of the machines in real time and piping it down over IP to you at 1.5MBps (for SD) and 5MBps (for HD). OnLive says you will be getting 60fps gameplay. First of all, bear in mind that YouTube’s encoding farms take a long, long time to produce their current, offline 2MBps 30fps HD video. OnLive is going to be doing it all in real-time via a PC plug-in card, at 5MBps, and with surround sound too.
several things here. first of all, i’ll be nitpicky and say the units he used were incorrect. it should be 1.5Mbps and 5Mbps, because it’s referring to megabits not megabytes. second, they have only stated that those speeds are the minimum required connection for using the service at SD or HD resolution. they have said nothing about it actually using all that bandwidth (or bitrate) all the time. in fact they have explicitly stated that most of the time with 720p video you’re looking at closer to 2Mbps (just like youtube’s HD video). also, the framerate isn’t really as much of an issue as people make it out to be. going from 30fps to 60fps hardly increases the bitrate of a video because most of those frames are b-frames (tiny interstitial frames that only contain a bit of delta information, that tell the decoder where objects have moved and how fast they’re moving, etc). lastly, he makes it sound like the video encoding hardware is just a pci card that anybody can buy in a store, when clearly it’s very specialized.
The bottom line here is that OnLive’s ‘interactive video compression algorithm’ must be so utterly amazing, and orders of magnitude better than anything ever made, that you wonder why the company is bothering with videogames at all when the potential applications are so much more staggering and immense.
it’s definitely true that it sounds too good to be true, but what other potential applications are there? i’m not quite sure what media needs instant video playback other than video games.
he posted a “sample video” of what it would look like to encode game footage in realtime. unfortunately, the test in question is obviously not very scientific. he wrote nothing about the encoding process or the source material. to me it looks like the source of the video was previously-encoded game footage which means you’re looking at generational loss. he obviously used a software compressor to do the encoding. using a hardware compressor will obviously increase the quality by quite a bit. this is the part that doesn’t make any sense to me. why is it so unbelievable that they have a low-latency realtime video encoder that can produce high quality video? realtime LOSSLESS video encoding has existed for at least 8 years, and that’s just off the top of my head. it’s probably been longer than that. the point he brings up that actually raises a legitimate question is, onlive has stated that their video encoding only introduces 1ms of latency. for that to be true, the video encoder has to be running at 1000fps. i would assume their model includes running multiple users per server, and somehow creating hardware that can encode many 720p signals in realtime at 1000fps seems basically impossible. this is the first real point that makes it seem like onlive is trying to pull a fast one.
the second and last point that makes it seem unlikely is the issue of latency. if you assume onlive’s claim of introducing 1ms of latency in the encoding process is true, there is still the issue of sending that video stream over the internet. even with the most optimized routing and data centers all over the country, it seems unlikely that you could get latency to any less than about 50ms. with 50ms of input lag, almost any game would be unplayable. if they have somehow gotten around the network latency issue with their “psychophysics” development, i’d be very interested to read about how that works.
what i don’t understand is how they could have gotten all these publishers/developers to sign up with them if they didn’t even have to give a real demo. if i worked at EA and i was being presented with this technology, i would say, “okay, can we load this up on my laptop and see how it performs?” if anyone did that, that proves that it works. if not, why the hell not?
i’ll remain skeptical about whether or not this service is going to work. but i really really hope it does.