Editorial: Analysis of Onlive's claims on performance
Atomysk says,
Let's poke some holes into OnLive's claim to game.
Article excerpt from vgchartz.com —
"Onlive has generated a lot of excitement due to its potential impact on the gaming industry. Here we take a close and slightly technical look at performance claims from Onlive's founder and CEO.
If you are an avid reader of gaming news, it's pretty likely you have read a few articles about Onlive. If you haven't, I suggest you take a quick...
Read the full article at vgchartz.com »
Read the full article at vgchartz.com »
Posted 3 years ago
Just comparing to World of Warcraft, which I think is fair considering how many people play it, and it's success. I use a high speed, low latency DSL connection (and pay a premium for it) and have latency of 70-150ms. Most of my friends have a latency around 200-350ms, and many people in my guild play with a latency around 500-700ms.
While I'd be willing to consider the possibility of someone improving on existing technologies, I have a hard time believing that an end-point can cut latency in half from a best-case scenario. Especially considering that most latency issues are not the problem of the end-point, rather the hops in between.
While I'd be willing to consider the possibility of someone improving on existing technologies, I have a hard time believing that an end-point can cut latency in half from a best-case scenario. Especially considering that most latency issues are not the problem of the end-point, rather the hops in between.
Posted 3 years ago
DarthChicken said:
With WoW I gotta go with an overstressed end point for latency issues. Most shooters you want to keep your ping under 100, MMO's aren't as speed intensive of course so this service could work out for those without adding much at all to the overall latency.
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About Atomysk
Ninty the Hylian
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