>> |
09/02/09(Wed)22:23 No.5646032  >>5645923 So let me get this straight.
You
think that ONLIVE has, on its own, and for the sole purpose of remote
gaming, developed a way to receive input, render a game image, somehow
compress the image to a reasonable size (let's say 200kb), and send it
to player, where the player's tiny little onlive box then decompresses
it on the fly. This happens 60 times a second.
Now, even if they
could compress the image to a sixth of its size and send it to the
player for decompression on a gadget with little processing speed, this
would still be a video stream of 12mb per second, approximately.
I'd like to see how they could do all this with an input lag of under a reasonable 100ms. |