7 ms·
Well, I've done a racing game over a typical cable connection and it was incredible. I really couldn't tell -- and that's crazy because I've been doing game de
by ddustin 16y ago
Well, I've done a racing game over a typical cable connection and it was incredible. I really couldn't tell -- and that's crazy because I've been doing game development for a decade and can spot FPS rates to about a 2 frame accuracy.
What is with this crazy negativity around OnLive? I thought you guys liked new things -- don't be a hater!
The OnLive uses a crazy proprietary algorithm to get a ton of juice out of your line. The guy working on it is one of the most brilliant engineers I know.
- orangecat 16y agoWhat is with this crazy negativity around OnLive? Because it sounds utterly impossible given the laws of physics. Which just means I'll be even more impressed if it actually works.
- DanBlake 16y agoMainly because there is only so much PR spin you can give to why "lag wont be a issue" and talks of so called secret algorithms. If I am playing a FPS game, and someone shoots a bullet, that takes 30ms to get from his computer to the game server. Then its another 30ms to get from the game server to the onlive server. Then its ??? 5ms ??? to get processed and converted to video. Then its 30ms to get sent from onlive to your desktop. So thats 95ms as a best case scenario. More than likely, it would be closer to 200-250ms most of the time. And that is under absolute ideal conditions. I remember I frequently got a ping of 50-80 when I played TF2- It was quite rare to get near 30. Also, just thought I would mention that the frame rate has nothing to do with the latency. You can have 200 FPS and still be playing 10 seconds delayed. Detail definition != Good latency.