by Bodknocks » Fri Jan 22, 2010 3:23 am
I just don't understand how there's no latency issues. I mean, you input the key for "Jump" on your keyboard, it sends it to the server, the server makes your character jump, then it sends the visual back to your screen... It seems like even with a relatively low ping of oh, say 50, you would still preform actions and then not actually see those actions until well after it happens. Which is really really bad in FPS games.
It's different than FPS multiplayer games because in multiplayer games you have many different clients contacting one server. When you input jump, it sends it to the server, then sends it to everybody else. It's not streaming what's happening on the server, it's just sending packets back and forth.
It just seems like the stream wouldn't sync up with your input, because in multiplayer games you see client side because you ARE client side. With OnLive, the client = server, meaning when you press jump you do not see your character jump right away because it's streaming from the server, which doesn't know you've jumped yet, and even when it does it needs to send this whole thing streaming video with no buffer time at all.
And speaking of streaming, I have some pretty decent internet going on here and I still have to occasionally pause hulu and youtube and wait for it to buffer when watching hi-def video. How and the FUCK are they going to stream Crysis at max quality to your computer the instant you input commands??
Basically, I don't understand OnLive and don't possibly see how it's going to be any good with the current level of technology.