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... 
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