Freez
05-17-2009, 06:19 AM
Onlive
http://pcmedia.ign.com/pc/image/article/965/965542/gdc-09-will-onlive-change-the-future-of-gaming-20090324034530385-000.jpg (http://www.onlive.com/)
OnLive is launching the world’s highest performance Games On Demand service, instantly delivering the latest high-end titles over home broadband Internet to the TV and entry-level PCs and Macs.
Founded by noted technology entrepreneur Steve Perlman (WebTV, QuickTime) and incubated within the Rearden media and technology incubator, OnLive spent seven years in stealth development before officially unveiling in March 2009.
OnLive, together with its Mova subsidiary, lies directly at the nexus of several key trends, all of which are reshaping the way we think about and use digital media:
* The shift to cloud computing, displacing the limitations, cost and complexity of local computing;
* An explosion of consumer broadband connectivity, bringing fast bandwidth to the home;
* Unprecedented innovation, creativity and expansion within the video game market.
Pioneering the delivery of rich interactive media to the home, OnLive will change the way that entertainment applications are created, delivered and consumed.
Onlive is the first large scale attempt at cloud computing for games to have gotten this far, its so gotten closer to the completion than The Phantom and Crytek's attempt (http://news.softpedia.com/news/Crytek-Attempted-Cloud-Gaming-Way-Before-OnLive-110232.shtml) at cloud computing gaming. Could we finally see Cloud Computed games emerge on a large scale?
With cloud computing (http://www.youtube.com/watch?v=6PNuQHUiV3Q) there is essentially no hardware restrictions on the machine playing the game, making the service cross-platform and "upgrade proof". This is not only a great advantage for gamers, but game companies as well.
Unfortunately , onlive has many obstacles in its path it must overcome.
Namely:
Cost (http://www.informationweek.com/cloud-computing/blog/archives/2009/05/the_many_costs.html)
Connection speed (http://en.wikipedia.org/wiki/Bandwidth_(computing))
Latency (http://en.wikipedia.org/wiki/Latency_(engineering))
So what do you think? Will Onlive fail or succeed?
Personally, I'm not sure. I think its worst issue will be its though.
http://pcmedia.ign.com/pc/image/article/965/965542/gdc-09-will-onlive-change-the-future-of-gaming-20090324034530385-000.jpg (http://www.onlive.com/)
OnLive is launching the world’s highest performance Games On Demand service, instantly delivering the latest high-end titles over home broadband Internet to the TV and entry-level PCs and Macs.
Founded by noted technology entrepreneur Steve Perlman (WebTV, QuickTime) and incubated within the Rearden media and technology incubator, OnLive spent seven years in stealth development before officially unveiling in March 2009.
OnLive, together with its Mova subsidiary, lies directly at the nexus of several key trends, all of which are reshaping the way we think about and use digital media:
* The shift to cloud computing, displacing the limitations, cost and complexity of local computing;
* An explosion of consumer broadband connectivity, bringing fast bandwidth to the home;
* Unprecedented innovation, creativity and expansion within the video game market.
Pioneering the delivery of rich interactive media to the home, OnLive will change the way that entertainment applications are created, delivered and consumed.
Onlive is the first large scale attempt at cloud computing for games to have gotten this far, its so gotten closer to the completion than The Phantom and Crytek's attempt (http://news.softpedia.com/news/Crytek-Attempted-Cloud-Gaming-Way-Before-OnLive-110232.shtml) at cloud computing gaming. Could we finally see Cloud Computed games emerge on a large scale?
With cloud computing (http://www.youtube.com/watch?v=6PNuQHUiV3Q) there is essentially no hardware restrictions on the machine playing the game, making the service cross-platform and "upgrade proof". This is not only a great advantage for gamers, but game companies as well.
Unfortunately , onlive has many obstacles in its path it must overcome.
Namely:
Cost (http://www.informationweek.com/cloud-computing/blog/archives/2009/05/the_many_costs.html)
Connection speed (http://en.wikipedia.org/wiki/Bandwidth_(computing))
Latency (http://en.wikipedia.org/wiki/Latency_(engineering))
So what do you think? Will Onlive fail or succeed?
Personally, I'm not sure. I think its worst issue will be its though.