OnLive, a tech company that has been in self-described "stealth mode" development for seven years, has unveiled new technology that allows even the most complex PC games to be played on a television set or any PC.
The ambitious venture, which hopes to revolutionize the gaming world by removing the need to continually upgrade PC hardware or buy new gaming consoles every generation, makes use of cloud computing, doing all of the game's video and audio processing on remote servers, then streaming the resultant images and sound back to the user quickly enough to play games in real time.
What's most important though, says OnLive founder and CEO Steve Perlman and COO Mike McGarvey, is that the system works with any standard PC game, and does not require developers to code for a proprietary system. Other attempts have fallen short in that area, Perlman told Gamasutra in a demonstration preceding the announcement.
OnLive's service, which is planned to combine a relatively low monthly subscription fee with other per-game business models not yet fully determined, requires only a one-megabyte download to a computer, or a small plastic dongle (called a "micro-console") to connect to a TV; no GPU is required. Once subscribed, users will be able to run any of the service's games, regardless of system requirements.
A number of major publishers including Electronic Arts, Ubisoft, Warner Bros., Take-Two, Eidos, and Atari have already signed on. Also, the company has announced a partnership with Epic Games that will see the Unreal Engine 3 easily adapt to OnLive's APIs.
"Not only have we solved the problem of compressing the video games, we've solved the latency problem," Perlman said to Gamasutra. "We knew, in order to make this thing work, we'd have to figure out a way to get video to run compressed over consumer connections with effectively no latency. Our video compression technology has one millisecond in latency, basically no latency at all. All the latency is just for the transport, and we've also addressed that."
While it is of course impossible to completely eliminate the possibility of latency over a network, OnLive has actually gone to such lengths as to work directly with cable and internet providers to identify and repair inefficiencies in their systems that resulted in dropped packets or other flaws. Eventually, the company hopes to provide even faster service by streaming directly through cable to users' homes, much like paid television currently is. When OnLive launches this winter, the system will feature various community features, as well as the ability to spectate other players' games in real time, even if the game does not natively contain an observer mode, since all gameplay is delivered a video stream, that feature is integrated directly into OnLive itself.
The ambitious venture, which hopes to revolutionize the gaming world by removing the need to continually upgrade PC hardware or buy new gaming consoles every generation, makes use of cloud computing, doing all of the game's video and audio processing on remote servers, then streaming the resultant images and sound back to the user quickly enough to play games in real time.
What's most important though, says OnLive founder and CEO Steve Perlman and COO Mike McGarvey, is that the system works with any standard PC game, and does not require developers to code for a proprietary system. Other attempts have fallen short in that area, Perlman told Gamasutra in a demonstration preceding the announcement.
OnLive's service, which is planned to combine a relatively low monthly subscription fee with other per-game business models not yet fully determined, requires only a one-megabyte download to a computer, or a small plastic dongle (called a "micro-console") to connect to a TV; no GPU is required. Once subscribed, users will be able to run any of the service's games, regardless of system requirements.
A number of major publishers including Electronic Arts, Ubisoft, Warner Bros., Take-Two, Eidos, and Atari have already signed on. Also, the company has announced a partnership with Epic Games that will see the Unreal Engine 3 easily adapt to OnLive's APIs.
"Not only have we solved the problem of compressing the video games, we've solved the latency problem," Perlman said to Gamasutra. "We knew, in order to make this thing work, we'd have to figure out a way to get video to run compressed over consumer connections with effectively no latency. Our video compression technology has one millisecond in latency, basically no latency at all. All the latency is just for the transport, and we've also addressed that."
While it is of course impossible to completely eliminate the possibility of latency over a network, OnLive has actually gone to such lengths as to work directly with cable and internet providers to identify and repair inefficiencies in their systems that resulted in dropped packets or other flaws. Eventually, the company hopes to provide even faster service by streaming directly through cable to users' homes, much like paid television currently is. When OnLive launches this winter, the system will feature various community features, as well as the ability to spectate other players' games in real time, even if the game does not natively contain an observer mode, since all gameplay is delivered a video stream, that feature is integrated directly into OnLive itself.
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