Title: OnLive shuts down Post by: Trippy on August 17, 2012, 03:19:32 PM This news broke earlier in the day but I waited to post about it since OnLive denied they were shutting down but the evidence says otherwise :oh_i_see:
Brian Fargo tweeted about this earlier in the day having received an email from a supposedly ex-OnLive employee with the termination email he/she received: Quote I wanted to send a note that by the end of the day today, OnLive as an entity will no longer exist. Unfortunately, my job and everyone else's was included. A new company will be formed and the management of the company will be in contact with you about the current initiatives in place, including the titles that will remain on the service. It has been an absolute pleasure working with you and I’m sure our path with cross again. https://twitter.com/BrianFargo http://venturebeat.com/2012/08/17/breaking-employee-email-says-onlive-is-closing-its-doors-today/ Title: Re: OnLive shuts down Post by: 01101010 on August 17, 2012, 03:25:37 PM Wow. I remember when that launched and that is about all I can recall about it.
Title: Re: OnLive shuts down Post by: bhodi on August 17, 2012, 03:26:00 PM The messed up part is that over half the company got laid off with no severance. That really sucks.
Title: Re: OnLive shuts down Post by: TripleDES on August 17, 2012, 03:43:57 PM You beat me. I was about to necro the OnLive thread, but waited conflicting statements out.
Either way, a service no one needs with an infrastructure expensive as fuck. Since neither Xen nor KVM got anywhere close enough to stably virtualizing PEG devices to date, especially the primary one, they pretty much had to run a server per game instance. Not really cost effective. Especially since no one's wanting to subscribe it. Title: Re: OnLive shuts down Post by: K9 on August 17, 2012, 03:47:23 PM That's too bad, it seemed like some fun tech. I just couldn't see how they were going to win enough people over to have a sustainable business model. Even services like Spotify have been tough to get off the ground and they require simpler tech, have a broader appeal, and distribute a cheaper product. OnLive seemed bogged with complexity, and I never really saw any advertising or promotion beyond a few vloggers noting how cool it was.
Title: Re: OnLive shuts down Post by: Venkman on August 17, 2012, 05:01:10 PM Is this actually confirmed now? Or is this still based on that once anonymous internal source?
I wouldn't be surprised of course. All the fun talk aside, I always felt they were better off showing games that didn't require such low latency. Light speed and internet routing and all that fun stuff that to date I still don't think they really got over (nor could without insert-TBD-tech-here). Perfect device for casual games on TVs though. Title: Re: OnLive shuts down Post by: schild on August 17, 2012, 05:02:26 PM Someone care to dig up my comments in the original thread about this obvious shitservice?
Title: Re: OnLive shuts down Post by: schild on August 17, 2012, 05:05:31 PM Nevermind, I did it:
Quote When I saw this on NGaf, my first response was "Servers will be on Ebay within a year. They lasted longer than I thought they would.Quote I need to come up with something amazingly stupid and amazingly awesome and get incredibly dumb fucking investors to just hand over money to give myself a fat paycheck and come back in 3 years with dismal failure. This is, in fact, so fucking beyond stupid that I wish I was at GDC just to publically ridicule these retards. This still holds true. However, I NAILED the expiration date on the company in this post. NAILED IT. Quote It's not even really worth discussing at length, it won't work for fucking anything, it's goddamn stupid. Yup. Quote Seriously, these fuckers need to be tarred and feathered and whoever invested in them needs to lose all their money so they can never invest in bullshit again. The whole thing just smells like shit. Still true. Title: Re: OnLive shuts down Post by: Trippy on August 17, 2012, 05:07:36 PM Assets sold to a new yet unnamed company:
http://venturebeat.com/2012/08/17/confirmed-onlives-assets-sold-to-another-company/ Some people will be getting their jobs back (if they want them). Title: Re: OnLive shuts down Post by: Venkman on August 17, 2012, 05:14:17 PM Ah, there it is. Thanks (not that you did it for me :-) ).
Title: Re: OnLive shuts down Post by: koro on August 17, 2012, 11:56:13 PM Reports are coming out from laid-off staff that OnLive was running at a $5 million operating cost per month; that's even more than 38 Studios was burning through. With triple the staff of OnLive, no less! Oh, and OnLive only had about 1800 average concurrent users while the company trumpeted the 2 million accounts figure.
It seems like the guy running this outfit has just been trying to shop OnLive around to angel investors, get a multi-million dollar payday by selling the pretty much worthless company and quarter-assed service, and then hightail it outa there. Oh, and apparently it's not a company that bought OnLive, but just a single individual who was "impressed" with the company and tech. I'd guess some clueless new angel investor who got hoodwinked. Title: Re: OnLive shuts down Post by: rk47 on August 18, 2012, 09:20:28 AM Only knowing of its existence when it's dead is a good sign of something I shouldn't really pay much attention to.
Cloud gaming - hahaha , good luck with that. Max Payne 30gb bitches. Title: Re: OnLive shuts down Post by: UnSub on August 18, 2012, 09:29:41 AM I'm curious how investors will react to the selling of the company to someone else yet unnamed. Especially if they are cut out or put at a substantial disadvantage.
Also makes the announcement of OnLive on the Ouya just a week or so ago even funnier. Title: Re: OnLive shuts down Post by: schild on August 18, 2012, 09:48:15 AM The Ouya announcement doesn't shock me. Current owners probably wanted to put more value into their shit product for the sale.
Title: Re: OnLive shuts down Post by: Goreschach on August 18, 2012, 02:59:43 PM Cloud gaming - hahaha , good luck with that. Max Payne 30gb bitches. Cloud gaming is the future of gaming. Keyword there being future. Title: Re: OnLive shuts down Post by: KallDrexx on August 18, 2012, 03:11:45 PM Man this is shady shit. Its seemingly like the Onlive owners fired everyone so whoever was going to buy the assets had zero employment liabilities.
Title: Re: OnLive shuts down Post by: Scold on August 20, 2012, 07:29:18 AM Serek Dmart just posted this on his Facebook feed with the comment, "Yet another case of egos getting in the way of common sense." :grin: :grin: :grin:
Title: Re: OnLive shuts down Post by: schild on August 20, 2012, 09:42:14 AM DSmart makes the worst facebook posts.
Title: Re: OnLive shuts down Post by: koro on August 20, 2012, 11:11:20 AM Quote Elsewhere, smartphone maker HTC announced that as a result of OnLive's restructuring, the company will lose the $40 million investment it made in OnLive last year. Quote Venture capitalist group Lauder Partners, LLC – helmed by long-time tech investor Gary Lauder – is the group behind OnLive's new incarnation. OnLive representatives announced this morning that Lauder Partners' Gary Lauder is the "very accomplished and well known venture capitalist" that's helping bail out the cloud streaming service. CEO Steve Perlman spoke of Lauder in vague terms during the company's final meeting late last week. http://www.joystiq.com/2012/08/20/onlives-mysterious-benefactor-revealed-almost-half-of-origin/ Title: Re: OnLive shuts down Post by: Scold on August 20, 2012, 11:22:06 AM DSmart makes the worst facebook posts. At least he's a good urbane liberal, I give him points for that. Title: Re: OnLive shuts down Post by: UnSub on August 20, 2012, 07:02:39 PM I liked how the OnLive employees who weren't rehired were offered the opportunity to work as OnLive consultants in exchange for stock options. Because OnLive were so good about honouring the original stock they'd given employees. :oh_i_see:
Title: Re: OnLive shuts down Post by: HaemishM on August 21, 2012, 09:18:49 AM That is a primo dick move.
Title: Re: OnLive shuts down Post by: Mavor on August 22, 2012, 01:49:22 AM Recently there was a new onlive-like cloud gaming service launching in South Korea called "C-Games" (inspirational name right??) http://www.onlivespot.net/2012/07/lg-u-launched-c-games-cloud-gaming.html .
I'm pretty sure this is going to take off in South Korea.. the infrastructure is there and LG-U+ has a *ton* of capital (enough to get them over the early-adopter chasm). Pinging 1-5ms with an 100 mbps connection is standard across most of SK, so as long as they manage to keep their server costs down, the actual gaming experience will be near-identical to what you get if the hardware is actually in your box. Honestly, the largest hurdle is game input on devices like tablets/whatnot. But, putting that aside, imagine being able to buy an ultra-cheap (compared to what you need to run games at ultra-res) piece of hardware, and run any game without even having to store it on a drive. The only limit on graphics being the size of your display... That's seriously awesome. Also, would probably be useful for lightweight VR hardware directly piping in from the cloud. Not to mention that multiplayer games could be optimized for this tech since the actual data processing happens in very few locations. Have to agree with Goreschach that cloud gaming is the future and it looks to me that it's going to start in SK. Title: Re: OnLive shuts down Post by: rk47 on August 22, 2012, 01:53:02 AM 1. u cant mod a game.
2. u dont own the game, ur just renting it cloud gaming is bullshit. after GFWL, ea origins and d3 authentication hoopla, why would i even support this sort of venture? Title: Re: OnLive shuts down Post by: Mavor on August 22, 2012, 02:00:45 AM 1. u cant mod a game. 2. u dont own the game, ur just renting it cloud gaming is bullshit. after GFWL, ea origins and d3 authentication hoopla, why would i even support this sort of venture? Just because a game might reside on the cloud doesn't mean these cloud gaming services couldn't offer the option, or even just change their business model, to actually store the game on their cloud somewhere with you having complete rights/access to it. If they went in that direction, you could install whatever mods/customizations you wanted on it (maybe they would give you a max 4GB additional modding space or something for each game? who knows) and would be able to pull the data directly down to your own box if you wanted to. I'm not saying they are smart enough to actually give ownership like this in the short term, but eventually, someone will do it. Title: Re: OnLive shuts down Post by: cmlancas on August 22, 2012, 05:25:51 AM 1. u cant mod a game. 2. u dont own the game, ur just renting it cloud gaming is bullshit. after GFWL, ea origins and d3 authentication hoopla, why would i even support this sort of venture? I saw 5ms ping and my pants fit a little tighter. The younger twitch gamer in me who loved CS on his parents' 56k connection wants less ping for his CS 1.5! Title: Re: OnLive shuts down Post by: Baldrake on August 22, 2012, 06:48:21 AM They actually had a quite promising product for running Office apps (http://desktop.onlive.com) from the cloud. Looked like a practical way of running full-scale desktop apps on, say, an iPad. They did run into some problems with Microsoft, though, around licensing.
Title: Re: OnLive shuts down Post by: Amaron on August 22, 2012, 07:07:56 AM Serek Dmart just posted this on his Facebook feed with the comment, "Yet another case of egos getting in the way of common sense." :grin: :grin: :grin: In reference to what? Title: Re: OnLive shuts down Post by: Margalis on August 22, 2012, 07:42:29 AM They actually had a quite promising product for running Office apps (http://desktop.onlive.com) from the cloud. Looked like a practical way of running full-scale desktop apps on, say, an iPad. They did run into some problems with Microsoft, though, around licensing. Screen scraping tech is not new. Cisco Citrix has been doing that for a decade+. Title: Re: OnLive shuts down Post by: Baldrake on August 22, 2012, 08:15:37 AM The new bit is the "from the cloud" part. OnLive runs the servers that you're connecting to. Effectively, they're providing a VM that you can run from your iPad (or whatever.)
And their screen scraping tech is of course the best in the business since it was developed for running games. Anyway, my only point was that the OnLive tech is applicable well beyond gaming. Title: Re: OnLive shuts down Post by: Margalis on August 22, 2012, 08:40:34 AM IMO client-server stuff is often a case of grass looking greener on the other side.
"This is easier to manage, we only have to maintain a thin client. It's so convenient! We can get rid of most of our IT department!" "Oh man this is laggy and looks bad. Their servers went down and now we can't do anything! We don't have precise control over the software and versioning. We need to take this stuff in house!" "Oh man, managing this stuff in-house is a nightmare. We have to do all this IT! To the cloud!" For games though, given that control and graphic fidelity are so important, streaming stuff just doesn't make much sense to me. On one hand people are jazzed about Retina displays and big-screen TVs and XBox 720 or whatever, on the other hand they're ok with laggy games with bad video artifacting? If anything it makes a lot more sense for business software or barely interactive stuff like movies. Title: Re: OnLive shuts down Post by: Baldrake on August 22, 2012, 09:00:02 AM I still think that game streaming has its niche. But OnLive's business model was all wrong. I can imagine people paying a $10-15/month sub that allows them to play a bunch of games on their TV. But having to purchase each and every game at full price? Pretty obvious that wasn't going to work.
Title: Re: OnLive shuts down Post by: Lantyssa on August 22, 2012, 09:17:23 AM IMO client-server stuff is often a case of grass looking greener on the other side. Heh. It's the truth."This is easier to manage, we only have to maintain a thin client. It's so convenient! We can get rid of most of our IT department!" "Oh man this is laggy and looks bad. Their servers went down and now we can't do anything! We don't have precise control over the software and versioning. We need to take this stuff in house!" "Oh man, managing this stuff in-house is a nightmare. We have to do all this IT! To the cloud!" All I can do is give the pros and cons for each and threaten to walk when they want to change it up yet again. Title: Re: OnLive shuts down Post by: Venkman on August 22, 2012, 03:33:53 PM But OnLive's business model was all wrong. This. From day one. They wanted to get people to believe their tech could work for the very audience that just had to walk by it to know it was not going to work that way. Then layer in the business model.I'm ambivalent about cloud vs client based. There's nothing I do that requires deep access to anything beyond what the publisher is providing. And if modding is worth it as a business, they'll support it in some vague form that is more promising on paper than reality, until it's really worth it as a business (as in, the best modders don't just get scooped up by the developers). I'm not tweaking my BIOS to eke out an extra 5% boost. And I'm paying others to develop games for me because they're better at it than I am. As long as a fast reaction actually-using-that-3D-world game requires some type of input that's both fast and accurate, just gimme the keyboard and mouse and I'll be fine. Title: Re: OnLive shuts down Post by: UnSub on August 22, 2012, 07:43:17 PM 1. u cant mod a game. 2. u dont own the game, ur just renting it cloud gaming is bullshit. after GFWL, ea origins and d3 authentication hoopla, why would i even support this sort of venture? If you use any DD service and don't have all the titles you've bought from there saved on your HD, you're vulnerable to similar issues. Plus the proportion of players who mod most games is very much the minority. But it's the way things are going. I don't trust the cloud either, but a lot of people seem very taken with it. Title: Re: OnLive shuts down Post by: Mavor on August 23, 2012, 02:34:50 AM In the proper high bandwidth low ping environment, the cloud offers better graphics for a lower price without having to care about anything except the keyboard and mouse.
Most of the time I don't have to screw around with my comp or it's hardware, but when I do, it's a pain in the ass (most of the time). Instead of that just push everything to the cloud and let someone else take care of it way easier due to efficiency of scale. Title: Re: OnLive shuts down Post by: Kageru on August 23, 2012, 06:12:14 AM Better 720p graphics in a tiny radius around expensive servers for a higher price than owning the product. Computing power has never been cheaper, the idea of renting it makes no sense to me. Outside of a couple of niche cases which are insufficient to build a business on. Title: Re: OnLive shuts down Post by: Mavor on August 23, 2012, 07:18:58 AM I'm referring to the South Korean situation in regards to availability of bandwidth/computing power.... though I do see what you mean about not having to "rent" computing power... i'm sure that with current tech you could get the cost of "renting" down to much lower over time then what it would cost to run your own computing power (electricity and upgrades from time to time)...
Title: Re: OnLive shuts down Post by: KallDrexx on August 23, 2012, 07:29:25 AM According to various articles OnLive was running 8000 servers even though they had a peak of 2k on at one time. The problem with the whole model is it doesn't scale very well, and the problem with games is that 1 user has to take up a whole GPU for the duration of the game, so at a minimum you need 1 GPU per expected user at peak time. Combine that with the CPU performance (You'd need at least 1 maybe 2 CPUs dedicated per use as well) plus a TON of ram per game, and it just isn't efficient.
Title: Re: OnLive shuts down Post by: Lantyssa on August 23, 2012, 08:28:42 AM For computing power, this is one instance where I see virtualization being a huge boon. Of course the rest of the business doesn't make sense, but if they were really doing a 1:1 server farm, that's pretty crazy.
Title: Re: OnLive shuts down Post by: KallDrexx on August 23, 2012, 10:34:18 AM For computing power, this is one instance where I see virtualization being a huge boon. Of course the rest of the business doesn't make sense, but if they were really doing a 1:1 server farm, that's pretty crazy. You still need a 1:1 relationship for GPU, CPU and RAM per user to have acceptable performance (even before lag is taken into consideration). Virtualization doesn't buy you much in these regards. Title: Re: OnLive shuts down Post by: Sheepherder on August 25, 2012, 06:29:30 AM Unless someone builds a game engine that allows a single machine to do scene rendering for multiple camera actors simultaneously to take advantage of being able to share memory allocated to primitives and calculate things that aren't point of view specific with massive performance gains scaling with the amount of players per map. Presumably that would be a single physical machine, because I imagine large amounts of latency in retrieving primitives for rendering is unacceptable.
Of course, everything currently is programmed with the assumption that one process will be rendered to one display, because that's a sane thing to assume. Title: Re: OnLive shuts down Post by: koro on August 27, 2012, 10:13:12 PM Well that was fast.
http://www.joystiq.com/2012/08/27/onlive-founder-ceo-steve-perlman-exiting-company/ Quote OnLive CEO and head Steve Perlman is exiting the cloud streaming company, according to a press release, just days after he was reaffirmed as its leader. The company's former operations head Charlie Jablonski is taking over as chief operating officer and will act as interim chief executive officer, while venture capitalist Gary Lauder – and new owner of OnLive – becomes OnLive's new leader. Amusingly, Perlman also has another startup going (since 1999 apparently, that he's now going back to), named Rearden. Yes, that Rearden (http://en.wikipedia.org/wiki/Atlas_Shrugged). :oh_i_see: Title: Re: OnLive shuts down Post by: Trippy on August 28, 2012, 05:12:07 PM OnLive lost: how the paradise of streaming games was undone by one man's ego (http://www.theverge.com/2012/8/28/3274739/onlive-report)
The one man being Steve Perlman obviously. Title: Re: OnLive shuts down Post by: Ingmar on August 28, 2012, 05:25:57 PM Quote OnLive needed a physical machine for each concurrent player Haha, holy shit. No wonder they died. Title: Re: OnLive shuts down Post by: Ratman_tf on August 28, 2012, 05:37:11 PM Quote OnLive needed a physical machine for each concurrent player Haha, holy shit. No wonder they died. Eh. The article says they were trying to develop virtual machines to take the load, but it seems like Perlman managed the company into the ground. Title: Re: OnLive shuts down Post by: Ingmar on August 28, 2012, 05:46:59 PM VMs don't really do GPU stuff well at all, I'm guessing that was the hold up there.
Title: Re: OnLive shuts down Post by: Lantyssa on August 29, 2012, 07:20:04 AM NVidia tried to give them a solution and Perlman told them to stuff it.
Title: Re: OnLive shuts down Post by: HaemishM on August 29, 2012, 08:06:33 AM Quote OnLive needed a physical machine for each concurrent player Haha, holy shit. No wonder they died. Yeah, that pretty much is exactly NOT what "cloud" and server-based gaming solutions are about. If you have to have one machine per user, what the fuck is the point of the service? Title: Re: OnLive shuts down Post by: Baldrake on August 29, 2012, 08:48:01 AM Given that not everyone plays every day, there is still big opportunity for savings. Only one person can sit in a seat in a taxi cab, but that doesn't mean that you need a taxi for every person in your city...
But yeah, dunce hats all round at OnLive apparently. Title: Re: OnLive shuts down Post by: Yegolev on August 29, 2012, 08:58:33 AM I think we are going to have to implement a counter for whenever anyone says "the cloud", then dole out punishment on intervals.
Title: Re: OnLive shuts down Post by: Amaron on August 29, 2012, 02:08:19 PM Yeah, that pretty much is exactly NOT what "cloud" and server-based gaming solutions are about. If you have to have one machine per user, what the fuck is the point of the service? I bet it's even worse than that. It's not like server blades are built for GPU's. They probably had to come up with some sort of custom solution that took up craploads of space compared to a typical server farm. Title: Re: OnLive shuts down Post by: cmlancas on August 30, 2012, 10:33:19 AM I think we are going to have to implement a counter for whenever anyone says "the cloud", then dole out punishment on intervals. Make up a drinking game for that and web 2.0. Title: Re: OnLive shuts down Post by: Trippy on April 03, 2015, 01:12:10 PM Apparently they weren't totally dead but now they really are.
OnLive shuts down streaming games service, sells patents to Sony (http://arstechnica.com/gaming/2015/04/onlive-shuts-down-streaming-games-service-sells-patents-to-sony-embargoed-7pm-eastern/) Title: Re: OnLive shuts down Post by: schild on April 03, 2015, 11:48:13 PM Good. Fuck them.
Title: Re: OnLive shuts down Post by: KallDrexx on April 04, 2015, 07:52:52 AM I wonder what kind of patents they hold. They can't be that valuable if NVIDIA is able to have the exact same service.
Title: Re: OnLive shuts down Post by: MrHat on April 04, 2015, 12:32:32 PM I wonder what kind of patents they hold. They can't be that valuable if NVIDIA is able to have the exact same service. Check the claims vs. filing dates if you're bored: http://www.onlive.com/legal/patents Here's a bunch off Google Patent Search. (https://www.google.com/search?q=or+inassignee:%22Onlive,+Inc%22+|+inassignee:%22OL2,+Inc%22&hl=en&tbs=ptss:g,sbd:1&tbm=pts&ei=SzAgVfWuH8qmgwTwlYSACg#hl=en&tbs=ptss:g%2Csbd:1&tbm=pts&q=inassignee:%22Onlive%2C+Inc%22+|+inassignee:%22OL2%2C+Inc%22) Since their patent page doesn't link through. |