Over at the Game Developers Conference, the OnLive broadband gaming service was announced. The effort, developed over seven years, focuses on offering a variety of game choices to subscribers by handling the each game’s video and audio on remote servers and streaming the results to players. According to Gamasutra, the service is stated to be compatible with Mac and Windows-based machines (via a web browser), or without a machine at all via the use of a “micro console” attachment which connects directly to a television.
“What OnLive does is seamless and completely transparent, and it does not have any requirements for the local system,” said OnLive founder and CEO Steve Perlman.
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 variety of major publishers including Electronic Arts, Ubisoft, Warner Bros., Take-Two, Eidos, and Atari have already signed on and OnLive 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.”
Stay tuned for additional details as they become available and if you ever wanted to stream your console games to your Apple notebook, you might not have long to wait.
Let us know what you think in the comments or forums.
Over at the Game Developers Conference, the OnLive broadband gaming service was announced. The effort, developed over seven years, focuses on offering a variety of game choices to subscribers by handling the each game’s video and audio on remote servers and streaming the results to players. According to Gamasutra, the service is stated to be compatible with Mac and Windows-based machines (via a web browser), or without a machine at all via the use of a “micro console” attachment which connects directly to a television.
“What OnLive does is seamless and completely transparent, and it does not have any requirements for the local system,” said OnLive founder and CEO Steve Perlman.
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 variety of major publishers including Electronic Arts, Ubisoft, Warner Bros., Take-Two, Eidos, and Atari have already signed on and OnLive 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.”
Stay tuned for additional details as they become available and if you ever wanted to stream your console games to your Apple notebook, you might not have long to wait.
Let us know what you think in the comments or forums.