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GDC 2009: OnLive - The Future of Gaming (??)
Post by trog @ 03:15pm 30/03/09 | Comments
OnLive had a lot of buzz at GDC this year. Will it work for Australians? We take a quick look and consider other aspects, like implications to online cheating.

The Internet is all abuzz with the announcement of OnLive, announced at GDC where they had a huge presence both on the show floor and in the chatter between conference attendees.

OnLive hopes to get rid of the hardware barrier in video gaming by basically doing all the game processing on servers in the "cloud" (it's like the Internet, but more pretentious) and just streaming it directly to the gamer as a video stream. No longer will you need to go and buy a game, wait for it to install (or download in the case of a digital download), patch it, wait for it to load, or anything - it'll all just happen remotely and be broadcast directly to your eyeballs via a PC or TV.

To use it all you need is a tiny little device (the OnLive MicroConsole), pictured below. It's a small black box with a couple of USB plugs, HDMI and S/PDIF audio sockets, and an Ethernet jack. You plug it in to the Internet and your TV (or PC), connect to the OnLive service and bam - you can instantly play from a wide selection of games. The OnLive guys have been busy in the background creating deals to get a stack of content.

In fact, OnLive has been in development for seven years - "stealth development", as described in the press release, which is certainly true given how little anyone had heard about it before GDC. After all that work you'd expect it to look polished - and it does.

The UI is very flashy and well presented - you can select from a stack of games that are all shown as little video clips from gameplay. It's easy to use and visually very appealing, all gelling nicely together to create a good user experience.

The Technical Questions:

Of course, the big obvious question everyone is asking is how the hell is this going to work?



The information sheet they were handing out at GDC indicates that you need a 1.5 megabit connection to be able to use the service. This doesn't seem like that big a deal - hey, we have those in Australia, right? After chatting with the OnLive guys on the floor though they seemed to be saying that it was a bit more like 2 megabit. If you want to game in SD, anyway. If you want to play in 720p (their high definition mode), you'll need around a 5 megabit connection.

The big question I had for them was about latency. Being Australian, we've long suffered the indignity of dealing with game publishers who insist on hosting services overseas and then the resulting high ping times that can render games painful or (at worst) unplayable. While the games on display all felt pretty good - there wasn't really any hugely noticable latency when playing - the data centre the games were being served from was only 55 miles (88 kilometres) away, so the ping times would have been pretty good. I think I noticed a few dropped frames in some of the games, but this is perfectly normal in a lot of streaming video applications, so it wasn't really surprising.

When I asked what the ping times were I was told they're not giving out that information (which could of course just mean they didn't know), but that they were hoping people would actually try the games on the floor, rather than get focused on the technical arcana.

Without local servers, it seems pretty obvious that this service will be of no interest to Australian gamers - latency will make it basically unusable. Don't forget that it's not like a regular game that you play on a remote server - there's no opportunity for client-side prediction. Every action you make has to be sent to the remote server to be processed, and the resulting rendered frames from that action sent back, so extra latency will have big effects. Still, this problem can be solved trivially with local hosting.

The other big technical issue is the scaling - most modern games use pretty much most of the full capacity of a single PC specced out for gaming. Keeping up with the latest games is going to require an aggressive hardware upgrade cycle - just like it does when you want to buy the latest game for your PC and you need to think about a new processor or some more memory. So it'll be interesting to see if they can keep pace with demand - the more subscribers they have, the more hardware they'll need to cater to them, in a much different ratio that is typical for a regular online services.

Effects on cheating in online games:

A few years ago, there was an interview - seemingly lost to future generations, as I couldn't find it after some searching - with an anonymous creator of one of the more widely used cheats for Counter-Strike. The interview discussed some of the issues with trying to stop people like him - mostly because of the way online games worked with the transmission of game state data across the wire and how clients were able to exploit that data (for example, with wallhacks) by messing with the game client.

One solution, he suggested, was to basically treat the client as a video player and just send them a series of "dumb" frames that are rendered server-side. Sounds familiar, right?

This was several years ago and at the time it was largely dismissed as a technical impossibility - but now we're living in the future, where anything is possible, and - as of GDC 2009 - suddenly it's not such a crazy idea any more. Streaming the game to users as "video" instead of a series of raw data will mean people can no longer alter their client and to gain unfair advantages - for example, using modified client files that allow you to see through walls or provide more high-visibility models. A whole class of attacks suddenly becomes completely irrelevant.

The practical upshot is that this could have a real and pronounced effect on cheating in online games - probably not all forms, but definitely some of the more pervasive, common and annoying things like wallhacks could possibly be made extinct. This alone is almost a good enough reason to keep an eye on the OnLive technology.

Stay tuned!

This has a lot of potential. It looks good, it plays nicely (if the network conditions are perfect), it has a lot of appealing features (not the least of which is never having to play the hardware upgrade game again) - and with the support of a lot of game publishers (including the likes of EA, Ubisoft and Take 2), it could be going places.



Latest Comments
FaceMan
Posted 08:00pm 30/3/09
Theres one clear advantage.
You can charge people every time they play a game.
Bah
Posted 11:33pm 30/3/09
Well $50 a month and you are probably still ahead of what youd spend on keeping a top of the line pc current?

But i think this thing will be a non-event, in Australia anyway.
Bahamut
Posted 12:19am 31/3/09
But i think this thing will be a non-event, in Australia anyway.
It'll probably be a non-event everywhere since a lot of network connections aren't perfect or fast still. With ISPs in America beginning to implement bandwidth caps as well it'll be far less appealing to download large amounts of data for a game (depending on bandwidth prices and how frequently you play it could be a deal-breaker). Say people want to play HD games which apparently requires ~600KiB/sec, that'd be ~2GiB/hour? That'd obliterate the caps in Australia pretty quickly unless ISPs offered unmetered traffic to the servers for those games (which they may be unable to do since it's a pay-for service they're likely not hosting).

I'm interested that you dismissed latency having an impact though, at 60fps you'd want a new frame every ~17ms to make it unnoticeable? Every ~34ms at 30fps? I don't even get latencies that low to servers inside Australia normally (though I'm in Tas so D=), unless I'm somehow failing to understand the systems they'd need those server farms set up in quite a large number of places to eliminate latency as a problem. I'm also curious as to whether it'd be a problem for ISPs that would have to upgrade their peak hours capacity again to deal with potentially thousands of people playing some video games at 2-5Mib/sec on top of all the other traffic.

Maybe I'm overly sceptical with bad maths, but it doesn't sound like a very viable alternative at this point in time to the twitchy games that're currently serviced by consoles and PCs. Might work out well in a dense country with better network infrastructure though?

"cloud" (it's like the Internet, but more pretentious)
That has to be the best definition of "cloud computing" I've read yet ;)
elachlan
Posted 12:33am 31/3/09
I'm interested. They would have to have gotten every game developer on-board and made their own custom clients. How much raw power would their server have? The thought makes my mouth water. I want the tech specs! :D

If you think about it, its not a new idea. Dumb Terminals anyone? yeah. But seriously this is the way to go as long as the network which it runs on gets faster and cheaper. But then again Big Brother style, they will know what games you have been playing etc. Targeted campaigns get easier, They make more money.
Dan
Posted 07:51am 31/3/09
I'm interested that you dismissed latency having an impact though, at 60fps you'd want a new frame every ~17ms to make it unnoticeable? Every ~34ms at 30fps? I don't even get latencies that low to servers inside Australia normally
Agreed, network latency is absolutely the bottleneck. I'm sure the tech worked reasonably ok on demo machines sitting next to the server on a gigabit ethernet connection but that's not the environment they're marketing to is it?

the average DSL user in australia has probably what 40 - 60ms pings to local gaming servers - that much input lag is going to render any shooter, RTS, racing or general action game unplayable. Hell, games like Guitar Hero suck on old plasmas where there's maybe on 20ms of display lag.

The only games I can see it working well for at present are turn based RPGs like final fantasy etc, games that still have heavy real-time graphics that you need a top end machine for, but don't need instant input latency.

It's a cool concept and definitely the way things will eventually head, but our networks (especially not in this country) aren't ready by a long shot.
Fuzzy
Posted 11:13am 31/3/09
you'd want a new frame every ~17ms to make it unnoticeable? Every ~34ms at 30fps?


You're mixing up latency with bandwidth.

the average DSL user in australia has probably what 40 - 60ms pings to local gaming servers - that much input lag is going to render any shooter, RTS, racing or general action game unplayable.


People have quite happily played FPS and racing games with far higher latency than this for years now. The secret is in the client side prediction.
Dan
Posted 11:25am 31/3/09
People have quite happily played FPS and racing games with far higher latency than this for years now. The secret is in the client side prediction.
The kind of client side prediction that helps your opponents not seem laggy in an FPS game is not going to help here. The lag time we're talking about here is between when you press a button and when that action gets relayed back to you as a video frame. Very different.

Client side prediction that your referring to helps clients guess where each other will be and split the difference between a hit and a miss. You computer can't exactly guess when you're going to press a button, can it?

last edited by Dan at 10:28:29 31/Mar/09
dranged
Posted 11:54am 31/3/09
When I asked what the ping times were I was told they're not giving out that information

Dan
Posted 12:10pm 31/3/09
When I asked what the ping times were I was told they're not giving out that information
That's irrelevant really. They obviously had a playable tech-demo on the show floor so latency of the processing and video encoding must be reasonable.

In the wild though, we already know that you'd be adding at least 30-60ms on top of that because of the connections we already know that we have to servers from our homes. So regardless of how good their show demo was, it's not something that's going to be feasible in Australian homes for a long time.
Bahamut
Posted 12:16pm 31/3/09
You're mixing up latency with bandwidth.
How am I mixing them up? It's interactive, you need to have your input sent, received, processed and the new video frame returned in the time necessary to ensure a smooth frame rate right? There's little point in downloading at high speeds if the information you're downloading is out of date. There's no prediction here, you see what the server gives you.
HyperJ
Posted 12:50pm 31/3/09
Game server hosting companies make little profit (if any), the scale of the hardware required to power this scheme would surely make the cost prohibitive?
dranged
Posted 02:45pm 31/3/09
^ napster 2.0
trog
Posted 03:45pm 31/3/09
Game server hosting companies make little profit (if any), the scale of the hardware required to power this scheme would surely make the cost prohibitive?
game server companies typically do not charge a monthly fee to access the service, so it simply depends on # of paying clients vs hardware/bandwidth required to support them.
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