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Notes from an OnLive Video Demonstration and Talk ... + +LATENCY +======= +They target 80ms round trip interactive latency + for 1000 mile range from data center. +From rough numbers given in talk and other estimation, + +11 ms - Round trip of 2000 miles (speed of light). +21 ms - Round trip, in practice. + +25 ms - Round trip (+DSL/Cable provider overhead). +01 ms - Encode frame. +08 ms - Decode frame (example from laptop). +33 ms - Maxed out 30Hz frame in game. +12 ms - Client side input latency and misc. +----- +80 ms - Total. + +VIDEO COMPRESSION +================= +About 1 ms to compress a frame: 1.5 Mbps SDTV, 5 Mbps HDTV. +In comparison DVD maximum rate for audio+video is 10 Mbps and Blu-ray is 48 Mbps. +The 5 Mbps seems like really low quality from the numbers alone. +No GOP, probably just I and P without B frames. +Comments from Dark Shikari suggests OnLive is simply splitting encoding + into 16 independent rectangular tiles and using H.264 + as the method to bring encoding latency down. + +NETWORK ROUTING +=============== +Problems with home internet include jitter, packet loss, reordering, + and routers delaying packets to check for exploits. +They have deals with ISPs to provide direct routes on internet to minimize latency + and have tree structured ip-multicast to enable efficient 100K spectators + (1000 per multicast stream). + +BREAKDOWN OF TYPICAL GAME COST +============================== +From the talk (they also include extra costs: $12/game piracy, $12/game used game sales): + +$15 - Retail margin. +$18 - Wholesale ($7 returns, $4 COGS, $7 platform royalty). +$27 - Publisher gross margin. +--- +$60 - Total.+ +