Earlier quoted context omitted.
Wait, how can the OnLive controller support iOS? AFAIK iOS only supports Bluetooth HID keyboards, not joysticks/gamepads.
Maybe it pretends it's a keyboard. It's not like they're tied down to gamepad drivers.
OnLive comes to Ouya, Controller Makes Full Frontal Debut
61–67 of 67 posts
Re: OnLive comes to Ouya, Controller Makes Full Frontal Debut
#62Earlier quoted context omitted.
Well, to be fair, there is a lot of spare sillicon in most households. One giant powerserver per family, is much more efficient and should provide more bang for your buck.
If everyone has the processing power to run the games in their own home it sort of removes the point of OnLive..
We need an open standard to share spare cpu cycles within the local network. Imagine updating the performance of all your appliances at once, just by pluggin a server in your home network.
But yes, it kind of defeats the purpose of OnLive as a closed product. On the other hand, local ISP can start selling not just bandwidth, but also cpu cycles with low latency. (they could hook up the servers straight in your neighbourhood)
The problem with OnLive is that its not a standard, and its focus is not width enough. They get to choose what kind of computation i want to do.
Re: OnLive comes to Ouya, Controller Makes Full Frontal Debut
#63Earlier quoted context omitted.
> 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…
>> 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. Let's agree to disagree on that then. The Playstation 1 controller introduced the exaggerated grip design language. Look at the "Classic" controller for the Wii, which looks similar to the Super Nintendo controller. Rounded but no appendages. The original PS1 contr…
Absolutely. We obviously have very different backgrounds, and I certainly don't want to seem like I'm telling anyone the right way to have fun :) If you'll indulge me for just one more point on keyboards, though:
> http://shoryuken.com/2012/07/03/rts-x-fighters-check-out-the...
Is this controller as effective as a good mechanical keyboard and mouse? Hell no, but that wasn’t the point!
That's an art project, not a gaming peripheral. A few companies do make more game-focused devices (https://www.google.com/search?q=gaming+keypad&tbm=isch), but they haven't seen wide adoption, partially because they look a bit silly, but mainly because one grid of programmable keyswitches is much like another. They just haven't conferred the kind of reliable advantage that a good mouse, or even a 120hz monitor do.
Re: OnLive comes to Ouya, Controller Makes Full Frontal Debut
#64Earlier quoted context omitted.
>> 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. Let's agree to disagree on that then. The Playstation 1 controller introduced the exaggerated grip design language. Look at the "Classic" controller for the Wii, which looks similar to the Super Nintendo controller. Rounded but no appendages. The original PS1 contr…
> Let's agree to disagree on that then. Absolutely. We obviously have very different backgrounds, and I certainly don't want to seem like I'm telling anyone the right way to have fun :) If you'll indulge me for just one more point on keyboards, though: > http://shoryuken.com/2012/07/03/rts-x-fighters-check-out-the... Is this controller as effective as a good mechanical keyboard and mouse? Hell no, but that wasn’t the…
--edit-- On a side note, however, it's seems that you're coming more from a PC gaming perspective than an arcade/console perspective, which is probably the root of our ideological divide on the controllers.
Re: OnLive comes to Ouya, Controller Makes Full Frontal Debut
#65One of the fun things I get from that is that OnLive are going to make an ARM build of OnLive. That means it should be Raspberry Pi compatible! (OnLive have released ARM builds of their desktop service to run on tablets which shouldn't be too far from the full on game product, but afaik this is the first time they've promised an ARM-targeted version of it).
Re: OnLive comes to Ouya, Controller Makes Full Frontal Debut
#66Earlier quoted context omitted.
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
#67Earlier quoted context omitted.
MMOs have lots of potential actually. They are built to deal with lots of lag on input, and hide it well.
Right, except that the problem is the client drops and you have to jump through a ton of hoops to get back to the service, which terminates the connection as soon as you drop. Its not really an issue of 'lag' as it is 'not recovering'