Had a watercooler-level conversation about OnLive with a handful of our execs this morning as we waited for a meeting to start - consensus was basically the same... looks neat, great demo, but the proof is in the pudding. Given what these guys know and have built, they were cautiously willing to defer judgment - we aren't a console gaming company, so there isn't any inherent threat to our business, but the technology is the big question - what, exactly, are we compromising on in order to create the perception of conquering latency in the system? In the end, is it all powered by rainbows and ponies, or is it a clever implementation plus perceptual workarounds for fundamental limitations - does it solve latency/lag by anticipating your moves? From what I've heard, there *is* a visible quality loss in the graphics (which they've promised to improve on), so that at least makes me feel more comfortable that they'd had to cut the same corners everyone else does and use lossy compression, and aren't claiming some magical solution to deliver lossless HD in realtime - just insane compressor pipeline and delivery/decode performance.
Anyway, can't quote anyone of course... _______________________________________________ OSX-Nutters mailing list | [email protected] http://lists.tit-wank.com/mailman/listinfo/osx-nutters List hosted at http://cat5.org/
