Crytek was way ahead of OnLive |
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| BY Adam Sandberg Apr. 2nd, 2009 | More on: |

Actually, information is scarce on when Mova started to create the topical OnLive service, but news is that developer Crytek started doing research on similar technology back in 2005. They stopped the project in 2007 since they figured that the bandwidth and broadband technology at the time had insufficient capacity. However, they made the assumption that a streaming videogame service could be ready at 2013.
“We saw that by 2013 - 2015 with the development of bandwidths and household connections worldwide that it might become more viable then,” said Crytek CEO Cevat Yerli. Since Crytek didn’t have a solution for the immense data traffic that would’ve had to be transferred, they determined that the project had to be put on ice until the infrastructure and cable net providers were up for the task.
“They have to provide fast bandwidths and connectivity in order to allow such technology to excel. So as it was dependent on somebody else, we decided to wait,” Yerli explained.
Debates over the probability of OnLive to actually function with thousands of concurrent players are still raging. My guess is that we’ll be forced to wait several years before the streaming service litterally is to be set free. I mean, even streaming low-res videos on YouTube is occasionally so slow it makes veins in my forehead grow. Even though Crytek has agreed to use Crysis as an example for OnLive demonstrations, they have nothing else to do with the project.









April 2nd, 2009
at 7:49 pm
According to both OnLive (http://www.onlive.com/about.html) and Gamasutra (http://www.gamasutra.com/php-bin/news_index.php?story=22899), OnLive has been in development for seven years. This would put them far ahead of Crytek.
I’m interested to see how this ends up working. I live in a large city and I have trouble getting a quality broadband connection here; I can’t imagine what it must be like in other parts of the country.
April 3rd, 2009
at 12:06 am
Damnit! My hide-my-laziness-lies didn’t work. But thanks for the info.
April 3rd, 2009
at 12:47 pm
Yeah I thought they had been working on it for a few years.
While I’m not convinced OnLive works, or doesn’t, I read an article on it where they state they have developed specific algorithms to enable the technology to work. I think a 2MB connection was good for standard def games but for hi-def games you would need at least 5MB - quite easily done in most towns and cities (here in the UK at least).
Also quite a few big publishers are onboard, so there must be some validity to the claims for OnLive.