Pelikonsolien ja -koneiden aika ohi?
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- Viestit: 1615
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Pelikonsolien ja -koneiden aika ohi?
Viesti Kirjoittaja iPSP »
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- Viestit: 28342
- Liittynyt: 21.2.2004 klo 12.07
- Paikkakunta: Vantaa
Re: Pelikonsolien ja -koneiden aika ohi?
Viesti Kirjoittaja kallekilponen »
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- Viestit: 35
- Liittynyt: 4.11.2008 klo 23.03
- Paikkakunta: Helsinki
Re: Pelikonsolien ja -koneiden aika ohi?
Viesti Kirjoittaja Jermu^ »
Käyttää varmasti todella paljon kaistaa, ja mitä paremmin haluaa pelata sitä nopeamman kaistan haluaa, mikä sitten maksaa.. Mutta on siitä muutakin hyötyä, mutta se nyt ei tähän varsinaisesti liity.
Vaikuttaa ihan suht toimivalta järjestelmältä Beta-testissä, mutta entäs sitten kun pelejä haluaa pelatakkin hieman enemmän ihmisiä kuin Betassa olijat..
PC-pelaamisen (ainakin supertehokkaiden ydinvoimaloiden hankinta ja niiden vuosittainen päivitys -kulutusjuhlan) tappajaksi tuosta kyllä ehkä voisi olla, mutta itseäni kyllä jotenkin ahdistaa ajatus streamatusta pelikokemuksesta..
Macbookilla tai jollain minikanenttavalla tuo voisi olla kiva, ja ehkä tuosta jotain saadaan kehitettyä.
Itse pitäydyn kuitenkin mielummin kotikonsoleissa, ja syön shortsini jos tämä lähtee leviämään kuin hulluus jopa Pohjolaan.
E: Suomeen ja Eurooppaan yleensä tulemisesta ei koskaan voi olla varma, vai onko jossain siitä mainittu? Varmaan siihenkin pyrkivät, viimeistään sillon kun tuosta muodostuu (jos) menestys muualla. Ei tänne ole vielä saatu iTunes leffoja tai TV-sarjojakaan, vaikka jenkeissä on jo ollut useamman vuoden. Tämä nyt ei liity tähän juuri mitenkään, mutta osoittaa vaan kuinka kauan kaiken mullistavan ja upean tuleminen tänne kestää.
iPod Touch 32GB (2nd Gen), iPod Mini 6GB
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- Viestit: 1615
- Liittynyt: 15.8.2007 klo 17.25
Re: Pelikonsolien ja -koneiden aika ohi?
Viesti Kirjoittaja iPSP »
Jos rantautuu tänne asti, niin eiköhän Euroopassa ole sitten omat servut, jos kertaJermu^ kirjoitti: En tiedä rantautuuko Suomeen saakka, koska silloinhan serverit ovat aika kaukana eikä pelikokemus välttämättä ole kovin huikea.
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- Viestit: 4725
- Liittynyt: 8.3.2004 klo 17.38
- Paikkakunta: Helsinki
Re: Pelikonsolien ja -koneiden aika ohi?
Viesti Kirjoittaja spiidi78 »
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- Viestit: 1960
- Liittynyt: 31.10.2006 klo 22.10
Re: Pelikonsolien ja -koneiden aika ohi?
Viesti Kirjoittaja Blank^ »
Kun kävijämäärä käy liian suureksi, Google ostaa Onlive:n ja homma pelaa taasspiidi78 kirjoitti:Taas näitä internetin "mullistavia ihmeitä", joista tulee: ei yhtään mitään. Niinkuin Jermu sanoi niin mitäs sitten kun pelaajia on miljoona, tai kymmenen miljoonaa? 1ms viive? Jotkut kai luulevat, että maapallolla olisi energiaa rajattomasti käytössä. Vaan minä en.
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- Viestit: 1960
- Liittynyt: 31.10.2006 klo 22.10
Re: Pelikonsolien ja -koneiden aika ohi?
Viesti Kirjoittaja Blank^ »
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- Viestit: 99
- Liittynyt: 11.3.2005 klo 17.03
- Paikkakunta: HKI
Re: Pelikonsolien ja -koneiden aika ohi?
Viesti Kirjoittaja Jarmo »
En silti jaksa uskoa. Jotenkin tämäkin sössitään, hinnoitellaan kuukausimaksut taivaaseen tms.
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- Viestit: 2505
- Liittynyt: 23.11.2004 klo 20.02
- Paikkakunta: Oulu
Re: Pelikonsolien ja -koneiden aika ohi?
Viesti Kirjoittaja tkt »
--Ari
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- Viestit: 99
- Liittynyt: 11.3.2005 klo 17.03
- Paikkakunta: HKI
Re: Pelikonsolien ja -koneiden aika ohi?
Viesti Kirjoittaja Jarmo »
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- Viestit: 4725
- Liittynyt: 8.3.2004 klo 17.38
- Paikkakunta: Helsinki
Re: Pelikonsolien ja -koneiden aika ohi?
Viesti Kirjoittaja spiidi78 »
Millastahan rautaa noi käyttää videon pakkaamiseen? 1ms latenssi HD-tasoisen videon pakkauksessa ja purkamisessa kuulostaa siltä, että tarvitaan todella järeää rautaa hoitamaan homma. Ei kuulota olevan kovinkaan cost-efficient idisJarmo kirjoitti:Joku 8 ytiminen neljän näytönohjaimen macpro-tyyppinen serveri pystyisi tehojen puolesta pyörittämään neljän pelaajan vaativia pelejä samaan aikaan, kevyempiä pelejä tuplamäärän
edit: http://www.tietokone.fi/uutta/uutinen.a ... 7&tyyppi=1 jos se tosiaan lasketaan internetissä olevilla koneilla, niin latenssit tulee ainakin olemaan melkoiset.
Niin joo, sen lisäksi tuo bittitaajuus tuolla kuvanlaadulla ei tule olemaan mitään kaunista katseltavaa.
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- Viestit: 4295
- Liittynyt: 6.10.2004 klo 22.42
Re: Pelikonsolien ja -koneiden aika ohi?
Viesti Kirjoittaja Fixx »
Muuten odottelen vaan Sonyltä sitä PSP:tä joka toimii langattomasti telkkarin kanssa... HD:nä tietysti.
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- Viestit: 1615
- Liittynyt: 15.8.2007 klo 17.25
Re: Pelikonsolien ja -koneiden aika ohi?
Viesti Kirjoittaja iPSP »
Engadget:
Can we find some charitable souls amongst our readers? If you're the sort of person who'll give up his or her valuable time to a worthwhile cause that demands hours of daily gaming, far less showering and more meals based around the expansive Frito-Lay product line, OnLive will most certainly want to hear from you. Beta testing of the nascent game streaming service has just been opened up to the masses, and the quick and deadly among you will already be signing up via the read link below. Just to make sure we've conveyed this accurately -- there's a company out there that wants to stream free games to your TV, so tell us, why exactly are you still here reading?
OnLive goes OnBeta
Koodi: Valitse kaikki
To the user, OnLive is exceptionally easy to use: The latest high-end titles are available on PC and Mac (via a small browser plug-in) or on TV (via the OnLive MicroConsole). Games startup instantly. There is no physical media, no downloads, no patches, no updates, and no high-end hardware is needed to play the games. Pretty much any XP/Vista PC or Intel-based Mac will work. And, you never need to upgrade your PC, Mac or MicroConsole™: you’ll continue to be able to play increasingly higher performance games on your existing PC, Mac or MicroConsole.
But to achieve this level of simplicity, “behind the scenes” OnLive is an immensely complex computing system. It’s a type of computing system called a “cloud computing” system, because computing occurs in a data center within the Internet (aka “the cloud”). But, OnLive is a cloud computing system that is quite different. In this post, we’ll explore one of those differences: how in a typical OnLive session you use many different computers (called “servers” because they are in data centers), and how you seamlessly transition from one server to another.
When you are using OnLive, while it seems like you are using just one immensely powerful server that is constantly providing a non-stop video experience, nothing could be further from the truth. Actually, from the moment you start up OnLive you are using many servers working together in a myriad of different ways, sometimes with a server dedicated to your use, sometimes sharing a server with other users, sometimes using several servers at once, and sometimes a combination of some or all of the above.
For example, let’s consider a typical user who tried out OnLive at the Game Developer Conference and played for five minutes (say, navigating the user interface, playing a few games, snapping and watching Brag Clips™, and spectating other users playing). Given that range of activities, the user easily used more than a dozen servers at different times. Just to identify a few: some OnLive servers ran (i.e. “hosted”) particular games, other OnLive servers hosted the user interface, and others handled the distribution of spectating video streams and Brag Clips.
As the user transitioned from one experience to another (e.g. clicking in the user interface to start a game), OnLive would “hand off” the user from one server to another, transferring the “user state” (e.g. all the data unique to that user, including the live characteristics of the Internet connection) from the user interface server to the game server, while switching the live compressed HDTV video/audio from the user interface server to the game server. And, all of this occurred on a video frame boundary. So, from the point of view of the user, it seemed like the video was just continuing onward from the user interface video to the game video as if it was running on the same server. In actuality, it was seamlessly handed-off from one server to the next.
And, when using OnLive, you are using even more servers than just the ones you transition to. For example, massive spectating (when you watch lots of thumbnail video windows of live games being played) is tapping into “IP Broadcasts” (i.e. data broadcasts over OnLive’s internal networks) of the live video generated by many different servers hosting many other users. And, when you play back a Brag Clip, yet another server is handling that for you. So, one question you might ask is, why does OnLive go to all of this trouble to transition users around from server-to-server? There are 4 main reasons: 1) many things (e.g. massive spectating) simply can’t be done with one server, 2) it allows us to always provide users with state-of-the-art performance, 3) it dramatically lowers our cost of operations, and 4) it dramatically reduces power consumption.
For example, if a user decides to play a very high-performance game, the user will be transitioned to a very high-performance server that can handle the game. If the user is running a lower-performance game, then the user will be sent to lower-performance server (OnLive has many classes of servers), and, in the case of many games, we can have more than one user share a single server without any impact on gameplay (“real-time virtualization”).
Every six months or so, we install new servers with the latest GPU and CPU technology, able to run the latest most advanced games. But the older servers are still fine for running lower-performance games (or, say, the OnLive user interface), and users never know what server(s) or shared servers are hosting their games. Needless to say, this not only gives gamers access to the very latest gaming hardware, but it also dramatically reduces OnLive’s costs of operation since, at any given time, many users are playing games (or in the OnLive user interface) and require less than state-of-the-art performance. And, from a user’s point of view, the experience is always fast and high quality because each game plays on a server providing the level of performance required. But of course, behind the scenes, OnLive transitions the user seamlessly from server-to-server, leaving the user with the perception of simply having one incredibly high performance and flexible computer.
Finally, OnLive consumes far less energy by only providing each user with as much computing power as is needed for the particular task the user is doing. Not only is this good for the environment (particularly if the user is using an OnLive MicroConsole in the home, which only consumes about a few watts), but it also further reduces OnLive’s costs of operation. Good deal all around.
So, OnLive not only provides you with far more computing power than any single computer or console when you do need it, OnLive provides you with far less computing power when you don’t. Gameplay is always state-of-the-art, but cost of operations and energy consumption is minimized.
I hope you found this OnLive tech overview interesting. As you can imagine, designing and building this technology was really fun. It’s rare to have a chance to design a mass-market system based on a completely different view of computing, yet one that provides an experience to the user where all of the complexity and tricky engineering is invisible.
Koodi: Valitse kaikki
“Why OnLive and why now?” are two of the questions I’d like to explore as we unfold our strategy in the video games space. Due to a number of different factors, which I’ll outline in a moment, the currently available distribution methods for video games present extreme challenges for developers and publishers. This isn’t a new development by any means. For years, industry experts have been monitoring and predicting this outcome. OnLive addresses these challenges by evolving the current game distribution methodologies, establishing a direct channel between the game content and the consumer, thereby enabling a higher overall return on a lower back-end investment.
In many ways, the current quandary the video game industry faces was foreshadowed by the movie business: skyrocketing production costs, a narrow distribution pipeline and static retail prices. Movies got bigger and more expensive, but ticket prices and the methods of delivery did not evolve along with the costs. Video game publishers now find themselves in a similar situation.
While it may seem counterintuitive to question the business model of a thriving industry—it has been projected that video games sales will meet or exceed $60 billion in 2009—there are some fundamental flaws in the economics that we are aiming to address with OnLive.
First off, while the costs associated with video game development, distribution and marketing have increased exponentially over the last ten years, prices have remained static. The average multi-platform game now costs upwards of $30 million to produce and bring to market, but the retail price has remained fixed at approximately $60. That makes the return on investment much more challenging for publishers. Yes, demand is up, but the cost to develop has risen so dramatically that it’s become extremely difficult to break even on a new title, let alone make a profit. Other factors such as used game sales and piracy are also negatively impacting profit margins.
OnLive has the potential to change these dynamics by removing packaging and distribution costs. Because we’ve eliminated physical media and full downloads, there’s nothing to steal and nothing to resell, giving publishers complete control over their product. By providing a powerful end-to-end development-to-distribution model, OnLive can dramatically alter video game economics, increase profit margins and provide new and enhanced monetization channels. Not only does this increase revenue, but it also means that the money typically allocated for high distribution costs can be spent instead on design, development and marketing, leading to better overall product with greater awareness and a better value for the consumer.
So, while retail has been the mainstay for distribution of top video game titles since the industry’s inception, OnLive is now breaking that mold. We will be delivering the same top video games titles exclusively through broadband Internet, in the same release window they are available in retail, but with significant economic, convenience and feature benefits to both publishers and gamers. And, this is the main reason why OnLive won’t have a booth at E3 this year. More than anything, E3 is a retail-oriented conference, both for retail platforms and retail publishers, and OnLive is neither. You’ll hear and see plenty from us this year in the run up to our external Beta and launch, delivered directly to your home through your broadband connection.
In the meantime, I’ll be exploring video game economics in more detail throughout the year in future blogs. This is an exciting time in the game industry; we’re standing on the precipice of several monumental changes and improvements. I look forward to discussing them with you in this space as we move forward.
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- Viestit: 299
- Liittynyt: 28.4.2010 klo 15.43
Re: Pelikonsolien ja -koneiden aika ohi?
Viesti Kirjoittaja Ilmari123 »
Palaa sivulle “Pelit ja pelaaminen”
- Yleiset aiheet
- ↳ Ajankohtaista Apple-maailmasta
- ↳ Käyttöjärjestelmät
- ↳ Ohjelmat
- ↳ Yleiskeskustelu
- Mac ja oheislaitteet
- ↳ Yleiskeskustelu laitteista
- ↳ MacBook, MacBook Pro ja MacBook Air
- ↳ iMac
- ↳ Mac mini
- ↳ Mac Pro ja Mac Studio
- ↳ Ongelmia Macin kanssa?
- iPhone, iPad ja Apple Watch
- ↳ iPhone-, iPad- ja Apple Watch -laitekeskustelu
- ↳ iPhone-, iPad- ja Apple Watch -ohjelmat sekä iOS
- ↳ Ongelmia iPhonen, iPadin tai Apple Watchin kanssa?
- Huviksi ja hyödyksi
- ↳ Off-topic
- ↳ Kuva ja graafinen suunnittelu
- ↳ Audio ja musiikki
- ↳ Video, televisio ja elokuvat
- ↳ Pelit ja pelaaminen
- ↳ Ohjelmointi, skriptit ja palvelimet
- ↳ Tietoturva ja varmuuskopiointi
- ↳ Verkot, mobiilidata ja muut puhelimet
- ↳ Retronurkka
- ↳ Foorumin ylläpito
- Kauppapaikka
- ↳ Myydään Mac
- ↳ Myydään iPhone, iPad ja iPod
- ↳ Myydään muut Applen tuotteet
- ↳ Myydään muuta tietotekniikkaa
- ↳ Ostetaan Mac
- ↳ Ostetaan iPhone, iPad ja iPod
- ↳ Ostetaan muut Applen tuotteet
- ↳ Ostetaan muuta tietotekniikkaa
- ↳ Vaihdetaan, annetaan, työtä haetaan ja tarjotaan
- ↳ Kauppapaikan keskustelu ja hintavinkit