Nah I dont think 3 million or 10 million PC users of BF2 and MW3 online multiplayer.
that will never die........ the mouse and keyboard combo for FPS ....Nothing beats PC, and uncle Billys bangin OS.
One big problem is being able to meet peak demand when things are very popular (release of brand new game, Christmas time, etc.), without running out of money for leasing all that hardware.
I think that's part of what destroyed Onlive - they couldn't afford to pay for all the servers. But they would need all those servers to meet times of high activity, and then at other times that hardware just sat around idling while costing a lot of money.
I don't care how smart Carmack is when it comes to understanding the core aspects of game development, he hasn't produced a good game in years.
He's not a producer dude.
The guy meant it in the generic sense.
As in, he has not generated a good game in years.
Would you then say "He's not a generator, dude."?
onlive in trouble tells the opposite, I think there is still a long way go for cloud gaming to become really relevant.
qft --
you tell me which has longer latency --
pushing a button on a local system and having the computer there determine the button pushed and how to update as appropriate
OR
pushing a button on a local system which then has to be transmitted over the internet to a server to then decode the update and then also send the update which has to be received and then updated
so until the latency of the 2nd option starts to seriously close the gap, fuggetaboudit!
One big problem is being able to meet peak demand when things are very popular (release of brand new game, Christmas time, etc.), without running out of money for leasing all that hardware.
I think that's part of what destroyed Onlive - they couldn't afford to pay for all the servers. But they would need all those servers to meet times of high activity, and then at other times that hardware just sat around idling while costing a lot of money.
Aren't MMO's doing that in PVP already? The game won't even recognize your movements until the server recognizes that you did indeed press W.
Aren't MMO's doing that in PVP already? The game won't even recognize your movements until the server recognizes that you did indeed press W.
Most MMO\Client-server architecture game relies on back-acceptance and correction.
So no.
Sure if the server discovers your faking packets sending un possible locations and actions, it will correct - but the action is fairly live.
There's a MASSIVE difference from client\game optimization specificly done to benefit a C\S eco-system latency wise - than from a generic platform required to take input over potentially very long distances.
Kind of like trying to compare XBOX\PS3 gpu with desktop gpu.
One is a generic multipurpose processor build in many difference forms and shapes under certain base spefications - the other is clearcut identicly designed processor created only to work optimally with precise set of hardware.
Cloud gaming was tried before, epic fail. And it will fail again and again.
Just google it, AMD tried before too for example.
Is it failing because it never worked or for other reasons?
Is it failing because it never worked or for other reasons?