Matmi

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A Matmian’s view of OnLive

Wednesday, October 12th, 2011

Onlive Console

So what can I do with OnLive?

With OnLive you get to play a variety of games on the most basic of computers or even simply on a TV, using a controller of your choice. And all it will really require is a good Internet connection. It sounds too good to be true doesn’t it? That’s what I thought. So I decided to test the system out for myself.

I joined the OnLive service (membership is free) and played via PC first. After a quick program download I signed in. The OnLive system starts up just like you’re accessing a dashboard on a modern day console. Even the introduction is video streaming. A rotating sweeping logo comes in to screen then fades out. Then you’re in to the menu system – a grid-like layout allowing you to browse through games in the marketplace, change your settings and even watch other people’s games currently in progress (this is live streaming after all). A nice feature I instantly noticed was the ability to record clips from your games and publish for all to see, great for a chuckle, especially recordings that point out game flaws such as walking through walls and defying gravity.

A brief look through the marketplace and it’s great to see so many well-known game titles available to play. F.E.A.R 3 and Split Second immediately took my interest. Another great little feature is that most games are available to play for free for 30 minutes a day. The system simply disables any save abilities and brings you back to the dashboard after your 30 minutes are over.

I start playing Split Second, one of my favourite racing games. It was at this point I noticed the screen jolt and stick for a moment or two, then a “network problem” image pops up in the top right. A few seconds later and the blip is gone and everything is back to normal. Was this a sign of things to come?

The game played ALMOST flawlessly. Every few minutes or so the network blip would raise it’s head again. I could put this down to teething problems, and keep my finger’s crossed that the good people at OnLive are working on improving the way in which the system streams back to the user. Another issue I considered was that, while console gamers will be generally impressed by the speed of response from their gamepad, PC users may not be as equally impressed when it comes to first person shooters. The ability to spin around very fast when necessary via the mouse is one of the reasons FPS games do so well on the PC. And running via a streaming system, no matter how fast your Internet connection may be, your controls simply won’t be as quick to respond as you may be used to. Short of restructuring the entire infrastructure of Internet communication (which, impressively, Steve Perlman – OnLive’s founder, is currently working on) this will always be cause for concern.

However, I remain quietly optimistic. And, as I mentioned before, I’m more of a console gamer than a PC gamer, so it was time to try the system out with a gamepad. I got it as a package deal… pre-order Saints Row 3 for £35.99 and get a free console (£6 shipping costs added on top) – although had I known October’s deal would be the same with a preorder of Batman: Arkham City I would have held out….doh!.

Two days later my console arrived. My first impression of it was how nice the packaging was. Solid black box, all accessories neatly packaged in a very ”Apple” kind of way. It really appeals to a modern day gadget lover like myself. The console is no bigger than a mini usb hard drive, but technologically speaking it really packs a punch. There are:

  • 2 USB ports (allowing you to wire up the gamepad if you prefer – although it’s bluetooth so there’s no real reason – or to plug in a mouse and/or keyboard)
  • HDMI out (yes, with full 1080p support)
  • a digital audio out (with 5.1 surround supported)
  • an ethernet port

No hard drive is required so it’s nice and light. Basically it’s just a very pretty modem with a video and audio card. However, one downside was that the console doesn’t come with Wireless connection as standard. You can still connect wirelessly, but only via a wireless bridge (so it loses a point in my eyes). The gamepad surprised me the most. I wasn’t lying when I said it rivals the Playstation and Xbox. Dual thumb-sticks, standard main controls, 4 trigger buttons and (this bit’s really nifty) additional keys to control video recordings, allowing you to very easily record, review and upload your video clips. Top that off with the usual rumblepad and menu buttons. Possibly the nicest controller I’ve ever used.

So I plug it in to my tv, boot it up and continue my OnLive journey. As before, the dashboard comes up, and intuitive navigation kicks in, allowing me to navigate around and find my games. This time I load up F.E.A.R 3 (a game I previously purchased and played on the PC version of the OnLive system). Loading the game takes seconds, then it takes me to my last saved point. And away I go. The game plays just as well as before, but 5-6 minutes in I get the same issue I had before…”network problem” for a few seconds, then the game continues. I play the game for 3 hours and this problem only appears perhaps 3 times. So overall it doesn’t bother me. It only serves to persuade me to update my 6mpbs connection.

Why you should consider OnLive

  • Free membership (no subscription unless you fancy additional package deals)
  • Free to play most games 30 minutes a day
  • No need for top of the range graphics and sound card
  • No hard drive required
  • Multi-platform (including when playing multiplayer online)
  • Amazing gamepad that works both with the console and the PC
  • The ability to save video clips
  • The ability to watch others play games and view trailers for games
  • The ability to play multiplayer games
  • Console is relatively cheap, very lightweight, and simple to use
  • Wireless if required (via bridge)
  • HDMI (1080p) support
  • 5.1 surround sound support
  • A vast amount of well-known games
  • The comfort of knowing the hardware and game library will be continually updated automatically
  • The ability to customise controls (if using a keyboard)
  • Can modify settings to help improve your viewing experience.
  • Plus realisation that you are playing with brand new emerging technology.

Sounds too good to be true. What’s the catch?

As great as it is, a fast Internet connection will always be required. OnLive’s biggest problem (and sole reason why the system could fail if not correctly dealt with) is that even with a decent Internet speed you may encounter the occasional second or so network delay, or too many people using the server (leading to a delay when logging in), so finger’s crossed this issue will be corrected.

While the console does provide an HDMI output, due to the streaming process the quality is not true HD because of the need to compress the video. And the slower your Internet speed, the worse the video quality.

The cost of purchasing a game is not much cheaper than purchasing the game from anywhere else (either online or in the shops). This is disappointing, especially due to the above issue (not getting TRUE HD quality). I would have assumed the cost would be slightly less. However, perhaps the price may start to drop if more people adopt the service. What also concerned me was that, of the many of the games I demo’d, most of the ones I wanted to purchase could only be purchased through a £6 a month subscription package deal! And I’ve never appreciated being forced down a subscription route. If I want a particular game I should be able to buy it outright, not spend the rest of my life paying a monthly fee to access it.

The OnLive console can only support a maximum of 2 players and they only provide one gamepad when you buy the console (you can buy another separately). And after researching the multiplayer options in some of the games I spotted you can only play against other OnLive members. But I guess this makes sense, so as not to give any none-streamer the upper hand.

Finally, some of the games in the marketplace appear to be console ports. This is usually fine, however in some games the visual control instructions presents an Xbox or Playstation control system. Or the game may be a PC only game, therefore labelling keys incorrectly (i.e. ‘press the E key to open the door’…when there is no E on the gamepad). There is also the issue of some games (ie. Saints Row 2) being ported in a sloppy manner, causing various bugs to appear (the handling of vehicles in this game is, for the most part, impossible). But that’s more down to the game developers, not the hardware.

Halt, who goes there? Console/PC friend or foe?

So is OnLive really the console and PC gamer killer? I don’t think so, and I don’t think it wants to be either. But it is definitely a game changer, sitting itself quite happily, comfortably and perhaps permanently in-between the hard-core PC gamer, the console lover and those who don’t have hundreds of pounds to spend on either.

Should OnLive solve their little network issues out, streaming gaming has real potential to please all people and end the divide. And in time it’ll even make the tablet owners happy too. Personally I’ll keep on playing via the console rather than the PC, but I can also see myself plugging in my mouse and keyboard, just to get that extra control in some more PC-based games.

Despite my new dependency on constant fast internet access, what pleases me the most is that I no longer have to worry about keeping my hardware completely up to date. But instead I now worry whether or not OnLive can keep their hardware up to date.

When playing with more than 2 people in the room, and with its exclusive titles and REAL high definition I’ll always need my Xbox around, plus it’s nice to physically own a game (a bit like those who still prefer CD’s over MP3′s) . But with OnLive being so cheap, sexy, unique and fun to use I’m proud to add it to my console collection, and I look forward to watching the service expand and improve over the coming months and years.

The future of gaming is here. All hail streaming media. All hail the big fluffy cloud!

by James T

Is the future of gaming in the cloud?

Wednesday, October 12th, 2011

Cloud Gaming

A gaming passion

Being a games developer it comes as no surprise that I’m interested in computer games and gadgets. My obsession started back in the 80′s with a Sinclair +2 Spectrum (yes, I am that old).

As computers developed and graphics started to expand beyond their 16 colour limits I followed the trend with anticipation. First buying a Mega Drive (16 bit colour and stereo sound!), Mega Drive 32x (remember that?!), a Super Nintendo, a Gameboy (less colours than a SNES but my first foray in to the handheld gaming world), a PC, an Xbox (my first console with a built-in 3D card), another PC, a Wii, another PC and finally an Xbox 360. For some reason I never went down the PlayStation route much to the derision of some of my friends. I’m not biased; it was just a personal choice. My friend’s followed similar routes, but as hardware improved over the years I began to see a wedge form between the console and the PC users, and this separation still exists today.

Personally I’ve become more of a console-ist myself, partly due to the fact that I have a laptop (and no external mouse). The idea of resting my computer on my lap all night as it heats up my groin, achingly rotating my finger around the mouse pad and shouting at the screen because it thinks that by pressing the Shift key so often I must want it to start using the disabled features of Windows, doesn’t give me the gaming satisfaction I crave.

Console or PC?

Some console-ists will argue that using a console is more entertaining, offering a better gaming experience and providing a more sociable gaming environment. Others however will point out that the PC will always be the better choice simply because computer games are always demanding more from its hardware and only the PC can evolve with them.

Games companies are continually pushing the boundaries of their game engines, but console systems and PC hardware are finite and limiting in that they can only present to the user whatever their hardware and software can achieve. Sooner or later the dreaded drain on your finances will arrive, leaving you to make that same choice once again – buy the latest console, or upgrade your PC’s hardware. And there’s the rub…the one thing that binds both console and PC users alike. Either way you look at it, sooner or later you’re going to have to shell out for new technology.

This issue hasn’t gone un-noticed, and one company has been quietly working at a solution, one that solves the console/PC issues using other modern day technologies. The result? A cloud-based gaming platform!

Gaming in the Cloud

I first heard about Onlive about 4 years ago. Their chief director was discussing how they had begun developing a system that will allow any user to play a computer game with the best possible graphics and sound, and all they’ll need is a basic PC or, alternatively, purchase the OnLive box. The only requirement was that the user must have a reliable and relatively fast Internet connection. Of course 4 years ago we couldn’t afford the speeds we can get now and had the system been released around 2007 it is safe to say that it simply wouldn’t have worked. Fast-forward to 2011, where an Internet speed of less than 6mbps is laughed at, where cloud-based technology is the new buzz word and where games are more hardware demanding than ever. Onlive couldn’t have picked a better time to launch.

Cloud gaming? Explain yourself!

So what is it, and how exactly does it work? The simplest way to describe it is to imagine having a Skype conversation with your friend and asking them to put a webcam in front of their TV and boot up their console. Once the game loads, start shouting the direction you want your player to move, and your friend will navigate the controls accordingly. Technically you’re not playing the game directly, but you are in total control of it via your friend’s actions.

OK that example’s a little crude but you get the idea. OnLive works in a similar (but obviously more technical) way. You send the movements you want to make down the Internet to the OnLive cloud based servers that are running the game, and they will (virtually) instantly stream back the visual response to that movement. You are remotely playing a game through the Internet. And what’s really great is that you don’t have to worry about how good your graphics card is because you’re effectively watching a video, not rendering a 3D environment on the fly. OnLive have built an incredibly powerful piece of architecture to handle all the hardware and software involved in the game, and all you see is the final result. And as technology improves, so too will their servers.

OnLive is not only available on both a PC and MAC (and soon a tablet version will be released!) but they have also released a small, lightweight console and gamepad. The gamepad rivals both the Xbox and Playstation both in terms of looks and usability. If you went for the console and gamepad it will cost you a measly £70 (but keep an eye for their constant deals. You can pick up a game and console for as little as £35 plus shipping). Simply plug your ethernet cable in (or go wireless via a wifi bridge), and use the HDMI out to plug in to your TV, press the on button and you’re ready to go in less than 3 seconds.

Can a cheap, affordable console that plays all the latest games and never needs upgrading exist? I’m quietly confident, but maybe I’ve just got my head in the clouds….

James T

[In my next post, I shall delve into more detail my experiences' with OnLive - the good, the bad and the cloud]

[image from http://newmediamonthly.co.uk]

Unity3D to add support for Flash Molehill

Monday, March 21st, 2011

As some of you may have already heard, there has been another hugely exciting announcement from the Unity3D guys. They announced that they will add the ability to export projects to Flash’s 3D API Molehill.

This is excellent news for Flash developers as the Unity tool is a fantastic environment for building games. Using the Unity tool you will be able to program in either ActionScript 3 or using one Unity’s existing languages such as C#, Boo, or JavaScript.

Flash’s new 3D API, codenamed Molehill, “exposes a very low-level shader-based interface to the graphics hardware. Adobe has decided to focus on that low-level part, and do that really well. The molehill pre-release will not be shipping with a 3D engine, scene building tools, model and animation importers / exporters, physics, lighting or lightmap creation tools, etc.”

The latest information released stated that Unity will be keeping the Unity Player and it will be up to the developer to decide when to target Flash or Unity Players or other platforms like desktop, mobile that are currently available and use the rendering platforms that work best with each (DirectX/OpenGL/OpenGL ES/Molehill… maybe WebGL in the future).

If this works out, it will help to break down the barriers some Unity3D developers may have encountered when it came to getting users to break away from the Flash plugin player and download the Unity Webplayer. I’m sure many of us who have published a Unity3D game to be released via the web have hit this issue. But with the option to utilise the already widely accepted Flash player, it opens up all the Flash portals for Unity developers (and hopefully over time, the Unity Web Player itself will continue to gain more acceptance on the web). It also means Unity can now truly say they are a complete cross-platform developing package. Exciting times…

If you want to read more about this, you can see what the Unity guys themselves had to say. As usual, they have been very open about future developments and have published a useful Q and A here.

Jobs steps on stage to reveal the new iPad 2

Friday, March 4th, 2011

iPad 2 image
So, a mere 11 months since the first generation iPad hit the market, Apple has released its second generation tablet, originally named the iPad 2. (Us mere mortals in the UK have to wait until 25 March to get our hands on it).

With more and more companies coming up with their own tablets (Samsung and Blackberry) and the success of Google’s open source Android operating system (plus Windows 7′s entrance into the mix), Apple has never had to deal with such competition.

And let’s face it – they’ve had it pretty easy for the past few years. Always seen as the ‘cool guys’ with the must-have gadgets, the Church of Apple has grown with little to oppose it. Until now.

Analysts suggest that by 2015, Apple and Google’s ‘Lite’ Operating Systems (including Android and Chrome OS) will have an equal share of the market.

The new iPad 2′s features include two cameras (front and back), a faster processor and the ability to share multimedia content via a local or home wi-fi network. It’s also 33% thinner than the first iPad, coming in at 8.8mm but remains roughly the same weight. You can choose to have your iPad 2 in any colour you want too … as long as it’s black or white. For more details about the spec, click here.

Uplifting presence

The most interesting part of this is that Steve Jobs managed to make an appearance for the unveiling, despite his ill health. Almost immediately, Apples share prices increased.

Since the news of Job’s recent ill health and going on sick leave, Apples stock prices had dropped by 7%. The increased competition has obviously had an impact, but it is also clear that Apple’s future is intertwined with the health and presence of the man himself. One has to question what Apple will do when Jobs can no longer make appearances for their latest gadget and help guide the company.

But for now, he is here and Apple are glad of it. The iPad 2 looks as stylish as ever and the increased functionality and speed is no bad thing. Whether Apples reputation and Jobs’ mere presence is enough to ward off their competitors, we shall have to wait and see.

I, for one, am grateful for the increased competition. It’s good for consumers and ensures innovation and creation. I look forward to seeing what gadgets and software developments 2011 brings. It promises to be an exciting year for us gadget geeks and tecchies!

Flash Forward to the iPhone

Friday, October 16th, 2009

The news that Adobe are bringing flash to the iPhone – albeit indirectly – isn’t exactly new, but as both a flash developer and an iPhone developer, we certainly have a unique perspective on the matter.

First, a little bit of background; Adobe has announced that the upcoming Flash CS5 will allow developers to export their work as native iPhone apps, which can then be submitted to Apple for approval.  This isn’t some nebulous goal that Adobe is aiming for either; several apps have already been approved by Apple and are available for purchase on the app store.

So we know it works, and we’ve tried out one of the apps – We here at Matmi grabbed Chroma Circuit and gave it a play, and it seemed to work pretty well – and all we’re left with is the question of ‘now what?’

We’d pretty much resigned ourselves to the fact that we weren’t going to be using Flash on the iPhone.  Sure, we were annoyed at first, but we’re nothing if not adaptable, and the success of Monster Pinball is a testament to that.  However, this does present us with some interesting possibilities as we still do a lot of work in Flash and an opportunity to get that work to a wider audience, like the millions of people with an iPhone or iPod Touch, is an exciting prospect.

But you’ve got to imagine that plenty of other developers have had the same idea, and that’s what worries us the most, that the market will be flooded with low-quality apps and finding anything decent will be like finding a needle in a haystack.  The flash apps will still have to go through Apple first of course, but our other concern is that the influx will cause approval to grind to almost a complete standstill with the sheer volume of apps to be looked at.

But on the other hand, there are plenty of flash developers who are doing some very impressive work.  Games like the charming Scary Girl or the hypnotic Auditorium deserve to be seen by as many people as possible, and this is an opportunity for such developers to reach an audience that might never otherwise have seen their games.

It’s an exciting time to be a flash developer and it’s an exciting time to be an iPhone developer too.