History of video games/Platforms/OnLive
History
editDevelopment
editOnLive was in development for seven years before it was announced at GDC 2009.[1][2]
At GDC 2009 the microconsole was publicly shown.[3]
The company tried a number of strategies to entice users, including offering a $99 streaming microconsole, and having a $9.99 a month PlayPack subscription service for getting access to a library of games.[4]
OnLive and semi-competing service Gaikai did not have a good relationship, despite reported attempts by Gaikai employees to be cordial.[4]
Launch
editOn September 22nd, 2011 OnLive launched in the United Kingdom in preparation for a full European launch.[5][6]
The Onlive Microconsole had a December 2nd, 2010 release date announced.[7] The microconsole sold for $99 US dollars[7] or 70 British pounds.[8]
In February 2011 some microconsoles were given at now additional cost to users who preordered the game Homefront.[9]
Legacy
editBy 2012, OnLive had nearly gone bankrupt, despite massive investments.[10] Most OnLive staff were laid off, with the service only having at most 1,600 simultaneous users.[4]
After being purchased by Sony, OnLive was shut down on April 30th, 2015.[11]
Some in the industry saw the story of Onlive as one which jaded them to cloud gaming technologies, or as a cautionary tale of sorts.[12][13]
Technology
editCloud system
editLittle is known of the technical specifications used by OnLive on the backend.
Microconsole
editCompute
editThe OnLive microconsole uses a Marvell 88DE3010 SoC, which uses dual modified ARMv5 Architecture PJ1 Sheeva processor cores clocked at one gigahertz.[14][15] The microconsole has one gigabyte of DDR2-800 SDRAM for system memory.[14] Persistent storage on the microconsole is handled by NAND SLC flash storage with a capacity of two gigabytes.[14]
The 88DE3010 SoC also included hardware video decoding capabilities.[16] Compression used by the service on the microconsole was noticeable.[17]
Hardware
editThe microconsole has an gigabit ethernet port for network connectivity as well as an HDMI port for AV output.[18][8] Twin Component video output was supported with an optional adapter.[19] Audio could alternatively be output over a 3.5" audio jack or optical S/PDIF port.[8]
USB ports on the front of the microconsole allowed for alternate input devices.[20]
The OnLive microconsole takes 12 volts DC at 1.5 Amps, drawing as much as 18 watts of electricity.[14] However Engadget said in their review of the microconsole that the system only used 6 watts of power.[21]
Controller
editThe controller was known as the "Owl".[22]
The wireless controller reduced wireless latency by using a proprietary wireless protocol said to be similar to IEEE 802.15.4.[3] OnLive boasted that their wireless protocol had a lower latency then a wired USB connection.[23]
The controller had built in rumble support.[24] The controller also featured a "BragClip" sharing button.[21]
Notable games
editMost games offered through OnLive were AAA titles.[25]
Datacenter Locations
editProximity to Datacenters was important for OnLive users, as latency issues made the service suboptimal beyond 1000 miles (1609.34 kilometers) from a datacenter.[26] Known datacenter locations for OnLive Include:
OnLive Game System
editExternal Resources
edit- Video Game Console Library - OnLive Game System page.
References
edit- ↑ Remo, Chris. "GDC: OnLive Announces Cloud-Based Gaming Service". www.gamasutra.com. Retrieved 3 November 2020.
- ↑ Mangalindan, J. P. (15 October 2020). "Cloud gaming's history of false starts and promising reboots". Polygon. Retrieved 3 November 2020.
- ↑ a b Lowe, Scott (18 November 2010). "OnLive MicroConsole Review" (in en). IGN. https://www.ign.com/articles/2010/11/18/onlive-microconsole-review.
- ↑ a b c Hollister, Sean (28 August 2012). "OnLive lost: how the paradise of streaming games was undone by one man's ego". The Verge. Retrieved 16 November 2020.
- ↑ Savov, Vlad (21 September 2011). "OnLive launches in the UK today, September 22nd; rolling out to rest of Europe soon". The Verge. Retrieved 16 November 2020.
- ↑ Parrish, Kevin (September 23, 2011). "OnLive CEO: We Are The Next-Generation Console" (in en). Tom's Hardware. https://www.tomshardware.com/news/OnLive-Xbox-PlayStation-Wii-U-Steve-Perlman,13502.html.
- ↑ a b Perlee, Ben (18 November 2010). "Review: The OnLive MicroConsole and Controller" (in en-CA). Destructoid. https://www.destructoid.com/review-the-onlive-microconsole-and-controller/.
- ↑ a b c Orphanides, Kat (November 13, 2011). "OnLive MicroConsole & Service review" (in en). Expert Reviews. https://www.expertreviews.co.uk/games/51262/onlive-microconsole-service-review.
- ↑ Orl, Kyle (25 February 2011). "OnLive Offering Free Microconsole With Homefront Pre-Order" (in en). Game Developer. https://www.gamedeveloper.com/console/onlive-offering-free-microconsole-with-i-homefront-i-pre-order.
- ↑ "HTC to book loss of $40 million US with OnLive". Windows Central. 20 August 2012. Retrieved 10 November 2020.
- ↑ Lowensohn, Josh (2 April 2015). "Sony buys streaming games service OnLive only to shut it down". The Verge. Retrieved 30 October 2020.
- ↑ Bashir, Dale (5 April 2022). "Dissecting The Rise of Game Streaming Services With Antstream Arcade CEO Steve Cottam" (in en-sg). IGN Southeast Asia. https://sea.ign.com/atari-1/183838/news/dissecting-the-rise-of-game-streaming-services-with-antstream-arcade-ceo-steve-cottam.
- ↑ "The failure of OnLive is a lesson for Stadia and xCloud" (in en). Android Authority. 21 November 2019. https://www.androidauthority.com/throwbackthursday-onlive-service-1056966/.
- ↑ a b c d "OnLive Game System Teardown". electronics360.globalspec.com. Retrieved 16 November 2020.
- ↑ S, Ganesh T. (March 11, 2011). "Nixeus Fusion XS Brings Marvell into the DMA Market". www.anandtech.com. https://www.anandtech.com/show/4214/nixeus-fusion-xs-brings-marvell-into-the-dma-market/2.
- ↑ "Company - Newsroom - New Marvell HD Media Processor System-on-a-Chip Brings Award-Winning Qdeo Processing to Next-Generation Consumer Electronics Devices - Marvell". www.marvell.com. https://www.marvell.com/company/newsroom/new-marvell-hd-media-processor-system-on-chip-brings-award-winning-qdeo-processing-to-next-generation-consumer-electronics-devices.html.
- ↑ "OnLive MicroConsole" (in en-gb). PCMag UK. 20 July 2011. https://uk.pcmag.com/first-looks/20571/onlive-microconsole.
- ↑ "The Escapist : Forums : The News Room : OnLive's MicroConsole Aims to Make Console Gaming Easier". v1.escapistmagazine.com. Retrieved 16 November 2020.
- ↑ Leung, Justin (September 15, 2011). "OnLive MicroConsole (Review) | Skatter". skatter.com. https://skatter.com/2011/09/onlive-microconsole-review/.
- ↑ Ackerman, Dan. "OnLive MicroConsole review: OnLive MicroConsole" (in en). CNET. https://www.cnet.com/reviews/onlive-microconsole-series-review/.
- ↑ a b Nelson, R. (November 18, 2010). "OnLive MicroConsole review: The hardware and experience". Engadget. https://www.engadget.com/2010-11-18-onlive-microconsole-review.html.
- ↑ Pikover, James (22 November 2010). "Ars reviews the OnLive microconsole, service" (in en-us). Ars Technica. https://arstechnica.com/gaming/2010/11/onlive-1/.
- ↑ Chen, Jason (18 November 2010). "OnLive MicroConsole Streams Cloud-Rendered Games to Your TV" (in en-us). Gizmodo. https://gizmodo.com/onlive-microconsole-streams-cloud-rendered-games-to-you-5692903.
- ↑ Purchese, Robert (20 September 2010). "OnLive MicroConsole dated, priced" (in en-gb). Eurogamer.net. https://www.eurogamer.net/onlive-microconsole-dated-and-priced.
- ↑ "ONLIVE PARTNERS WITH SAMSUNG TO BRING AAA GAMES TO NEW SAMSUNG GALAXY DEVICES". www.gamasutra.com. Retrieved 16 November 2020.
- ↑ a b c d e f "The infrastructure behind Stadia and the next evolution of cloud gaming". Techerati. https://www.techerati.com/features-hub/opinions/edge-data-centre-cloud-gaming-stadia-google-5g/.
- ↑ a b c d e "OnLive CEO does live demo, launch details 'soon'". GameSpot. https://www.gamespot.com/articles/onlive-ceo-does-live-demo-launch-details-soon/1100-6251495/.