Bring BRINK to OnLive please!


(Snarf) #1

It would be worth the effort to make this game available on OnLive. They already have a PC build so it wouldn’t take many more resources to do this. Here’s hoping Splash Damage and Bethesda can make it happen!


(coolstory) #2

Isnt there srs mouse and keyboard lag on onlive?


(murka) #3

What is onlive?
rhethorical question


(Snarf) #4

There is a little when using a mouse. Not bad though and I’m over 500 miles from the server. I’ve heard with a gamepad it’s barely noticeable. If I had the option I will get it on onlive instead of ps3.

Edit: It’s mainly North America so Splash damage may not have considered it yet.


(Slade05) #5

Both are fail, go for peeceeeeee!11!!!


(Crytiqal) #6

Why would you play it on OnLive when you can buy the game yourself? without lag


(DarkangelUK) #7

Because regardless of your ‘reservations’ with the OnLive service… there will be a decent sized group of users who have it and willing to play a nice new game. Hell if they get the chance to test it on there, it could convince them to buy it for their medium of choice. I’m all for it.


(Snarf) #8

I would rather have the minor input lag than the huge player to player lag I notice when playing on PC or consoles. Plus I would like brag clips for this game. The full game would probably cost less on the service, yet more of your $$ actually goes to the devs and publishers.


(Senethro) #9

Why do you think onlive will be immune to other forms of lag?


(Crytiqal) #10

So you would go play it via OnLive, which THEN has to connect to a dedicated server for you?

I can see you play OnLive with offline type of games, but why would you re-route your connection?
I mean, if you are lagging with Brink when you directly connect to a server, you will get even more lag when doing it via OnLive, a proxyserver so to say. PLUS you get that “input” lag on top.

So basicly it’s a kinda stupid idea


(DarkangelUK) #11

I’m guessing the people that pay for it, and continue to pay for it knowing how it performs don’t mind… and if the numbers are large enough then no, it’s not a stupid idea, especially since it requires minimal (if any) resource from SD and affects you in no way, shape or form.


(Crytiqal) #12

I’m just saying,

when you connect from A(client)–to–B(server)
and you experience lag, it won’t get better when connecting from A(client)—via—C (OnLive)–to–B(server)

since the amount of information B has to send you is exactly the same as B would have to send to you via C. Thus your connection would have the same input/output as you would connecting directly to B.

And then on top of that, when connecting to C, the distance is greater (since it’s always faster to connect in a straight line then to take a de-tour) so you get more lag. And on top of that you have input lag aswell.

In what way would it be benificial to use OnLive?

Well, I suppose if your PC cannot handle the games minimum system requirements, but you do have an awesome internet connection, and OnLive just sends back converted videofeeds (which would require processing time --> screen capture, convert to video --> some more lag) then yea, you could use OnLive I guess.

I don’t think it would be much fun tho, considering that lag sucks, especially in an MP.

For this scenario however, your internet connection has to be a hella lot faster to obtain a live video stream from OnLive, as it would need to be gathering information packages from the dedicated server.

So if your internet connection-speed is the source of your lag, then OnLive will not help you at all.


(DarkangelUK) #13

I think you’re a little confused here, no one’s trying to convince people to switch to OnLive to play, they want it available to the existing customer base… kinda long winded reply for no reason that’s griping the technology and has nothing to do with the request itself.


(Crytiqal) #14

My post was mainly targeted @Snarf


(Snarf) #15

[QUOTE=Crytiqal;248795]I’m just saying,

when you connect from A(client)–to–B(server)
and you experience lag, it won’t get better when connecting from A(client)—via—C (OnLive)–to–B(server)

since the amount of information B has to send you is exactly the same as B would have to send to you via C. Thus your connection would have the same input/output as you would connecting directly to B.

And then on top of that, when connecting to C, the distance is greater (since it’s always faster to connect in a straight line then to take a de-tour) so you get more lag. And on top of that you have input lag aswell.

In what way would it be benificial to use OnLive?

Well, I suppose if your PC cannot handle the games minimum system requirements, but you do have an awesome internet connection, and OnLive just sends back converted videofeeds (which would require processing time --> screen capture, convert to video --> some more lag) then yea, you could use OnLive I guess.

I don’t think it would be much fun tho, considering that lag sucks, especially in an MP.

For this scenario however, your internet connection has to be a hella lot faster to obtain a live video stream from OnLive, as it would need to be gathering information packages from the dedicated server.

So if your internet connection-speed is the source of your lag, then OnLive will not help you at all.[/QUOTE]

Dude, most of your claims are either false or not significant. I actually play MP (Borderlands and UT3) and there is hardly any lag between players. It is BETTER than when I play these games on consoles.

Since they are making it for pc it would not be hard to get it running on the OnLive service. It would NOT harm the version of the game you will be playing. I don’t know why you are so against a simple request.


(Senethro) #16

Why do you think Onlive will be immune to other forms of lag?


(Crytiqal) #17

[QUOTE=Snarf;248864]Dude, most of your claims are either false or not significant. I actually play MP (Borderlands and UT3) and there is hardly any lag between players. It is BETTER than when I play these games on consoles.

Since they are making it for pc it would not be hard to get it running on the OnLive service. It would NOT harm the version of the game you will be playing. I don’t know why you are so against a simple request.[/QUOTE]

Ok, tell me what claims are false or not relevant?

(Oh, and btw it’s not fair to compare pc it with consoles anyway cause that is changing more then one variable in the equation in this matter)

But again, please inform me where most of my claims are false so I can learn from it.
Also which ones are not significant?

Also, you play UT3 and borderlands both on pc AND via onlive connected to the same dedicated server?

Maybe this makes it easier for you to understand what I mean:

A(client) <–data traffic–> B(dedicated server)
A(client) <–videostream + input lag–> C(OnLive) <–data traffic–> B(dedicated server)

data traffic = raw packages
videostream = lot more traffic

A = constant
B = constant
How would/could OnLive make it LESS laggy?


(coolstory) #18

It’s not less laggy. If your a casual player playing single player, onlive is okay… but if you mainly play multiplayer onlive sucks. There’s noticeable mouse/keyboard input lag.

4:10 onwards…


(DarkangelUK) #19

Different people are affected by varying amounts of lag, more comp orientated players, or even PC players in general will notice input/output delay more than a casual quick bash gamer or those used to P2P play over consoles. I’m guessing those that continue to pay for OnLive don’t feel it’s a big issue… I also think the important thing to remember is, Snarf is giving 1st hand opinions on it, the other people contributing here aren’t.


(Snarf) #20

Senethro: Everything on the OnLive server side is done insanely quick, and the game is running at the same location. Everyone on the same server is sending and receiving the information packets at the same rate. The only real advantage one player has over the other is how quickly the user and OnLive server communicate.

Crytiqal: I already addressed the A to C lag! We all know it exists. People can adapt to it. MP does not add to this. You claim that clients from all over the country communicate with a dedicated server faster than supercomputers that are right next to each other.

Oh and please show me where dedicated servers are confirmed for BRINK on all 3 platforms.

Why do you not want OnLive to have brink?

coolstory: 1) Look at the date of your video. It’s from when OnLive launched in June. You couldn’t even use wifi. The service has come a long way since then.

  1. He was using other applications that were eating up some of his bandwidth at the same time. He even had the network symbol pop up so you know his connection was inconsistent with the apps he was running.

  2. He was playing UT3 against bots! The only names I could see were bot names.

DarkangelUK: The service is free and I like it a lot. You can demo any game on there for 30 minutes. So far I’ve also gotten 4 games free, and one at half-price. They are also literally giving me a free console + an awesome low-latency controller ($99 value) cause I was a founding member who bought at least 2 games for it. I use my ps3 for rentals and exclusives.

My biggest knock on the service is the lack of games. The demand for good games like BRINK is high. That’s why I created the post even though I knew that the hardcore would come and try to shut it down right away. It’s like that on every forum. The hardcore should not be concerned. I speak for a different crowd.