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OnLive comes to Ouya, Controller Makes Full Frontal Debut

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Re: OnLive comes to Ouya, Controller Makes Full Frontal Debut

#41
post #33

Earlier quoted context omitted.

Okay, well, that's kind of the point. Why are you holding a device designed to fit the human hand a particular way in a different way to get around its design limitations while claiming it's superior to another device designed without those limitations? The PHP hammer springs to mind.

It's not a design limitation. Gamepads are designed to handle multiple use cases, not just one. That's why the analog joystick works as a substitute for the D-pad for many games. To presume that there's only one way to hold it is just narrow thinking. Hell, this guy (Brolylegs) was a top bracket player in Street Fighter in EVO and he uses his face on a gamepad to play a game that requires directional control and six…

> It's not a design limitation.

Of course it is. The ergonomics of controller design are profoundly based on gripping the device with both palms while pushing buttons with the thumbs. The buttons are too small and too close together to rest several fingers on, while the button groups are spaced too close together to fit both hands over. There are buttons on either side of the device, and big paddle-shaped appendages that vibrate.

Is it the only way it's physically possible to hold it? No, and the very fact that competitive players need to hold it in a way it wasn't designed for indicates the fact that the design is limiting.

> Hell, this guy (Brolylegs) was a top bracket player in Street Fighter in EVO and he uses his face on a gamepad to play a game that requires directional control and six buttons to play properly.

Hey, don't get me wrong, consoles are great for accessibility. The same design tradeoffs that make them approachable and comfortable to gamers in general mean it's relatively easy to use assistive devices without sacrificing too much performance.

By contrast, the keyboard-mouse setup which is designed to wring as much speed and accuracy as possible out of the human hands is much less accessible.

> So "hey, I can use a device designed for text entry as a game controller" isn't like a PHP hammer?

It might be if there were something better. We're in the second decade of gaming keyboard design, but it's pretty hard to beat having a couple of buttons under every finger. The keyboard was designed, back in the day, to let you push a large number of different buttons quasi-arbitrarily and very, very quickly. It's hardly random that they work well for video games.

But, again, don't get me wrong. You don't always want to play a really serious video game. Most people never do. Consoles were designed this way on purpose, because most people just want to hang out on the couch and have a good time. There's nothing wrong with that at all.

Re: OnLive comes to Ouya, Controller Makes Full Frontal Debut

#42
Honest question: is anyone here using onlive? How is the gaming experience? Are the visuals, performance and latency acceptable? How are they doing in terms of their sales/subscribers?

I remember reading about it a long time ago thinking that it would be a sign of the future and something I would definitely want to try. It seems to have fallen off of my radar and I don't know anyone who uses their service, and I would consider myself and my friends "hardcore" gamers.

Re: OnLive comes to Ouya, Controller Makes Full Frontal Debut

#43
post #42

Honest question: is anyone here using onlive? How is the gaming experience? Are the visuals, performance and latency acceptable? How are they doing in terms of their sales/subscribers? I remember reading about it a long time ago thinking that it would be a sign of the future and something I would definitely want to try. It seems to have fallen off of my radar and I don't know anyone who uses their service, and I woul…

I played through Arkham Asylum on the PC and Arkham City on the OnLive console, and found it ... adequate.

I tried the beta and it didn't even work, but went back when AA was 99 cents and was impressed that they were even able to make a reality. I pre-ordered AC because it came with the console for free, and it was pretty slick.

However, I subscribed to their "channel" and have been pretty disappointed, the games are mostly old or random indie titles that don't always fit the model, and a good number require a mouse/keyboard which you can make work with the console, but is much clunkier than the slick wireless controller (which is _very_ well done).

There are 2 problems: 1) Anything even smelling like a dropped connection boots you entirely out of the game, and can take a few minutes to get back in. This includes just pausing and walking away for 5-10 minutes.

2) The batman games worked because they have a slower, more deliberate input system, and auto-save constantly. Otherwise it just won't be able to keep up.

So, barring licensing, I just don't see it being able to play something that needs a good twitch response time, multi-player, or something that is hard to recover after an immediate drop. So, no diablo, CoD, real-time strategies, or MMOPRGs.

Without those titles, it won't be able to get a lot of traction.

Still, a really awesome technical achievement. The PC executeable is a couple of _megs_ and can then just stream anything, but a lot of gaming needs either fast response time (which you lose with the server round-trip), or the ability to just stop for a few minutes without losing everything you've got.

Re: OnLive comes to Ouya, Controller Makes Full Frontal Debut

#44
post #42

Honest question: is anyone here using onlive? How is the gaming experience? Are the visuals, performance and latency acceptable? How are they doing in terms of their sales/subscribers? I remember reading about it a long time ago thinking that it would be a sign of the future and something I would definitely want to try. It seems to have fallen off of my radar and I don't know anyone who uses their service, and I woul…

The compression quality is typically rather poor (meaning you get artifacts). The graphical quality as of a few months ago was also poor in comparison to your own rig. It's also got latency issues. They get 80ms or higher on average. So, for fast-paced gameplay, that can be an issue. Also, the stream is only 720p, not 1080p or higher. It's amazing for what it does, and I'm sure that some budget-restricted gamers/families use it, but it's not a replacement for powerful hardware 2-3 feet away from you.

Re: OnLive comes to Ouya, Controller Makes Full Frontal Debut

#45
post #42

Honest question: is anyone here using onlive? How is the gaming experience? Are the visuals, performance and latency acceptable? How are they doing in terms of their sales/subscribers? I remember reading about it a long time ago thinking that it would be a sign of the future and something I would definitely want to try. It seems to have fallen off of my radar and I don't know anyone who uses their service, and I woul…

As a gamer - I was excited to use the beta as soon as I got access, was keen to order the box as soon as possible (ended up getting sent one so didn't need to buy it, but I definitely would have), and I think the entire concept is incredibly cool. Truthfully I've hardly played it and the box is mostly gathering dust in between showing friends "look how cool this is", but then I haven't played any games for a few months, and even when I do play games I'm a PC guy, so take my thoughts with a pinch of salt. For me the performance wasn't quite good enough - could be my internet, might not be, I'm not sure - but it was good enough that it made me think that at some point it will be good enough. (And I have pretty high standards when it comes to FPS and latency.)

As someone who's talked to the company a fair bit through work - I don't have any figures to give you (not that I could say if I knew them, but I don't know them), all I can say is that I haven't heard of any problems or any negative news from them. As far as I'm aware they're doing pretty well so far.

Re: OnLive comes to Ouya, Controller Makes Full Frontal Debut

#46
post #23

Earlier quoted context omitted.

Wait, how can the OnLive controller support iOS? AFAIK iOS only supports Bluetooth HID keyboards, not joysticks/gamepads.

http://developer.apple.com/library/ios/#featuredarticles/Ext... See also Core Bluetooth (though that's somewhat different, being for Bluetooth 4LE devices).

http://developer.apple.com/library/ios/qa/qa1657/_index.html

According to this page the external accessory framework can only be used if the accessory developer is participating in the MFi program. I couldn't find any "Made for iPad" logos on OnLive's page.

Re: OnLive comes to Ouya, Controller Makes Full Frontal Debut

#47
post #43
post #42

Honest question: is anyone here using onlive? How is the gaming experience? Are the visuals, performance and latency acceptable? How are they doing in terms of their sales/subscribers? I remember reading about it a long time ago thinking that it would be a sign of the future and something I would definitely want to try. It seems to have fallen off of my radar and I don't know anyone who uses their service, and I woul…

I played through Arkham Asylum on the PC and Arkham City on the OnLive console, and found it ... adequate. I tried the beta and it didn't even work, but went back when AA was 99 cents and was impressed that they were even able to make a reality. I pre-ordered AC because it came with the console for free, and it was pretty slick. However, I subscribed to their "channel" and have been pretty disappointed, the games are…

MMOs have lots of potential actually. They are built to deal with lots of lag on input, and hide it well.

Re: OnLive comes to Ouya, Controller Makes Full Frontal Debut

#48

Earlier quoted context omitted.

Maybe the answer is to have local nodes. Think of it like a traditional video arcade, somewhere in your town is a small datacentre full of servers hosting various games.

And if that still isn't good enough then each gamer can have their own personal mini-datacenter in a box right by their TV or monitor! :)

I presume you're joking and therefore don't need a proper reply to this, but figured I'd check..

Re: OnLive comes to Ouya, Controller Makes Full Frontal Debut

#49
post #42

Honest question: is anyone here using onlive? How is the gaming experience? Are the visuals, performance and latency acceptable? How are they doing in terms of their sales/subscribers? I remember reading about it a long time ago thinking that it would be a sign of the future and something I would definitely want to try. It seems to have fallen off of my radar and I don't know anyone who uses their service, and I woul…

OnLive has been amazing to me. I've bought a few games on it and rented a handful. I live in San Francisco, so my internet was fast enough for good graphics. When I bought Borderlands, there were plenty of other people to multiplayer with.

I'm kind of hoping to never build a gaming PC again.

Re: OnLive comes to Ouya, Controller Makes Full Frontal Debut

#50
post #17
post #8

Earlier quoted context omitted.

>> Consoles lack a good input anyway, compared to the mouse. I don't get why some people think that gaming is all about FPS's and RTS games. Why on earth would I want to use a mouse on a game like Street Fighter IV, Tetris, Bust-A-Move, Pac Man, Mario, Virtua Fighter, Tekken, etc. I can name a lot of games that work better with a traditional D-Pad type of controller than they would with a keyboard or mouse.

I'd like to use a keyboard to play street fighter and super mario. The reason I think keyboard is superior is that when using a keyboard, I can have few fingers on top of keys at the same time. Whereas when using the controller, I just use two thumbs. My thumb has to jump between buttons in order to switch different moves. That is slow.

I've tried it. It doesn't work well. It's easier to play those games with controllers.

The problem with those two games is that you're supposed to be pressing only one or two directional buttons at any given time in both of those games.

Directional inputs are single direction at any given time. It doesn't make sense to be using multiple fingers, because when you're switching direction from moving left to right with wasd controls(for example), you need to release the a key after starting to press the d key. There are two movements you need to do:

1. (while pressing a)Press d

2. Release a.

That's two separate finger motions, compared to just shifting the stick to from the left to the right, or shifting your thumb from left to right.

This is especially compounded with fighters like Street Fighter, where directional stick movements are important. For example, to do Ken's Hadoken, the motion is a quarter circle forward(down, down-right, right) then punch. With a d-pad or fighting stick, this is fairly easy to do. Thumb/hand moves down, then shifts right and up. The other hand then presses the punch button.

For a keyboard, it's:

1. Press s.

2. While holding down s, press d.

3. Release s.

4. While holding d, press the punch key.

So 4 discrete finger motions with 3 different fingers. Again, compared to a fighting stick, which is two motions with your hand(down, and basically move hand to the right, following the side guide), and punch. That's 1 less motion, and 1 less finger to care about. While it's certainly possible to train your muscle memory to do it, it's much easier to just use the proper controller.

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