Suchy
Arcane
http://www.youtube.com/watch?v=zpFzpF0msrU
Notice the lag, even though the guy's playing via a local wi-fi.
Notice the lag, even though the guy's playing via a local wi-fi.
True.... in 20 years. People won't have PCs on the desktop...
Dny said:
They did. It was supposed to go online everywhere in June, means now. Because they have millions of gaming platforms, every one of them having a licensed M$ OS besides hardware (how will you run a windows game otherwise?) and it's all so financially viable.Zed said:haven't they failed miserably yet?
I'm afraid in 20 years nobody will remember about the hoax.DarkUnderlord said:Shit, that's gonna be everywhere in 20 years.
MetalCraze said:They did. It was supposed to go online everywhere in June, means now. Because they have millions of gaming platforms, every one of them having a licensed M$ OS besides hardware (how will you run a windows game otherwise?) and it's all so financially viable.
Why would it always be shitty? The faster computers get, there's going to come a point where "ZE GRAFFIKS" aren't that intense to produce and the computing power will be available to run several instances of one game on the one machine (think of it as like running a game from the 80's on a PC today - the minimal requirements are laughable). Couple that with faster network speeds, lower delivery costs and no chance of piracy what-so-ever, and you've got every reason in the world for developers to jump on this and never publish a disc again.Overweight Manatee said:The idea that you can stream a game to anything, anywhere and play it is like a nerd dream, but then you remember that no matter what you do it will always be shitty.
You can't just run a windows software on a non-windows, non-386 platform without porting it which isn't just pressing a button "compile it for a totally new OS and new hardware".Xi said:Publishers port there games to this platform. It is new technology. It doesn't work the same way your desktop does, it is server tech.
Xi said:http://www.dell.com/us/en/enterprise/servers/poweredge-c6100/pd.aspx?refid=poweredge-c6100&s=biz&cs=555
Here is a direct link to the cloud computing server hardware. It lists the technical specs. Probably not all of the hardware, but it gives a general idea.
MetalCraze said:You can't just run a windows software on a non-windows, non-386 platform without porting it which isn't just pressing a button "compile it for a totally new OS and new hardware".Xi said:Publishers port there games to this platform. It is new technology. It doesn't work the same way your desktop does, it is server tech.
Xi said:http://www.dell.com/us/en/enterprise/servers/poweredge-c6100/pd.aspx?refid=poweredge-c6100&s=biz&cs=555
Here is a direct link to the cloud computing server hardware. It lists the technical specs. Probably not all of the hardware, but it gives a general idea.
Yeah it's capable of running 2-3 average modern games in parallel at best.
And you want to say it will cost less than 5 bucks a month to run/support/buy/upgrade?
Each C6100 houses four workstation nodes operating on Microsoft Windows 7 Enterprise Edition, and each node has two six-core processors and 192GB of DDR3 1066MHz ECC RAM.
Date : 6/15/2010
Round Rock, Texas
OnLive has made a major deployment of custom-engineered Dell servers for the initial rollout of its new cloud-gaming service on June 17.
It is one of the largest installations of GPU-powered servers to date.
Dell Data Center Solutions designed servers to allow OnLive to quickly and efficiently scale with service and subscriber growth.
Dell today announced that it is working closely with OnLive Inc., a pioneer of on-demand, instant-play video games, to power the OnLive® Game Service, which launches on June 17 . Dell Data Center Solutions (DCS) has been helping OnLive for several years to custom-design servers tailored for the OnLive platform, allowing OnLive to quickly scale with the growth of its customer base, starting from what is already one of the largest GPU-powered server deployments to date .
“As a startup, it can be challenging to access the resources needed to produce and quickly scale computing infrastructure,” said Steve Perlman, Founder and CEO of OnLive. “Dell has been an outstanding partner, working closely with our engineers to design servers to our exact specifications and business needs, incorporating patented and patent-pending OnLive technology. Dell has the expertise and mechanisms in place that enable us to quickly ramp up to a mass-market scale for the delivery of the hottest games instantly through the Internet to gamers anywhere on a PC, Mac®, TV and other devices.”
In preparation for the launch of the OnLive Game Service at the 2010 E3 Expo, OnLive has been rapidly installing the customized Dell servers in its data centers. A DCS team worked directly with OnLive to design a unique, ultra-dense and power efficient infrastructure solution that would allow OnLive to scale quickly while driving down total cost of ownership. The resulting servers were designed around OnLive’s proprietary hardware and software, and were engineered specifically to address the complex challenges of instant access to HD-quality video games and other high-performance applications over the Internet.
Using the DCS supply chain and fulfillment expertise, Dell delivers the servers rack-integrated and ready to be hooked up and powered up the same day they arrive at an OnLive data center. Dell will continue to work closely with OnLive on new infrastructure designs for future generations of the service.
“Customers in the hyperscale data center segment like OnLive demand a different approach to infrastructure design and delivery, one that is customized and collaborative, and focused on dramatically reduced total cost of ownership,” said Forrest Norrod, vice president and general manager of server platforms, Dell. “Dell is proud to be working with a truly innovative company like OnLive to design and produce the infrastructure solutions that will help OnLive grow its business and bring this breakthrough service to gamers worldwide.”
Dell Solutions for Cloud Gaming
The Dell Data Center Solutions (DCS) team has been custom-designing infrastructure solutions for the world’s leading cloud service providers and hyperscale data center operators for the past three years. With a client roster including some of the most heavily trafficked Internet sites and several of the top global search engines, Dell has deep expertise about the specialized needs of organizations in HPC, Web 2.0, gaming, social networking, energy, SaaS, plus public and private cloud builders.
For organizations in the gaming industry looking for the efficiencies that DCS customers have achieved with customized hyperscale computing infrastructures, Dell recently introduced new Cloud Infrastructure Solutions and PowerEdge C servers.
Additional Information:
Dell Data Center Solutions
Dell PowerEdge C Series
Dell Unveils Open Solutions for the Virtual Era
DarkUnderlord said:Why would it always be shitty? The faster computers get, there's going to come a point where "ZE GRAFFIKS" aren't that intense to produce and the computing power will be available to run several instances of one game on the one machine (think of it as like running a game from the 80's on a PC today - the minimal requirements are laughable). Couple that with faster network speeds, lower delivery costs and no chance of piracy what-so-ever, and you've got every reason in the world for developers to jump on this and never publish a disc again.Overweight Manatee said:The idea that you can stream a game to anything, anywhere and play it is like a nerd dream, but then you remember that no matter what you do it will always be shitty.
Accept your new future, punks.
Yep, I'm alreadyAngthoron said:Hooray for being even further removed from actually owning anything! Isn't it great, loaned money, loaned economy, loaned appartments, furniture, hardware, and now, entertainment too? Woo!
MetalCraze said:You can't just run a windows software on a non-windows, non-386 platform without porting it which isn't just pressing a button "compile it for a totally new OS and new hardware".Xi said:Publishers port there games to this platform. It is new technology. It doesn't work the same way your desktop does, it is server tech.
As an aside I remember a while ago I was in a discussion with hal900x about LCD vs CRT technology and we were discussing contrast ratios, and Xi came in on my side and started spewing TREMENDOUS BULLSHIT in that thread too. I peacefully withdrew from the discussion out of embarrassment, knowing that anything I said would just sound stupid cause it would be associated with this clown.
The problem is that bandwidth has been consistently lagging far behind computing power since the beginning, and you don't get to eliminate lag anyway due to light speed restriction (and light is much slower in the fibre than in vacuum).DarkUnderlord said:Why would it always be shitty? The faster computers get, there's going to come a point where "ZE GRAFFIKS" aren't that intense to produce and the computing power will be available to run several instances of one game on the one machine (think of it as like running a game from the 80's on a PC today - the minimal requirements are laughable).