Never and Never.
But how long before it starts getting integrated into 'smart' TVs?
Heard some time ago VIZIO was gonna put it in their TV's. Don't know if they changed their mind or if they are still gonna do it.
Never and Never.
But how long before it starts getting integrated into 'smart' TVs?
But how long before it starts getting integrated into 'smart' TVs?
Never and Never.
But how long before it starts getting integrated into 'smart' TVs?
Isn't that objectively impossible, or is there new 3G tech I missed? Though in the Vita 3G announcement threads it was still business as usual with people saying it's only truly viable for asynchronous/turn based multiplayer and what not on top of downloads due to the lag introduced so I guess I'm not the only one that missed this new 3G...seemed to work every well (over 3G)
Is there any otherway to get the APK? I was able to get the Viewer APK and it worked, so it's possible this works too.
Here. Worked fine for me. And I got the email about Lego Batman about 30 minutes later.
can this be downloaded on GoogleTV? Would negate the need for a microconsole then
Anyone getting "Marketplace currently unavailable" error?
Never and Never.
But how long before it starts getting integrated into 'smart' TVs?
Any news on when these are actually coming out? I'm very surprised that they're not out already. They were originally demoed at this past January's CES, and were slated for this holiday season.Not sure, but the app will be built into Vizio TV's soon.
They need to bump the output up to 1080p, or at least dramatically increase the bitrate. It's currently 720p and the bitrate is capped at about 6Mbps, which just isn't enough. I have a 25Mbps connection with no bandwidth cap - crank it up! At least allow it to scale to, say, 12Mbps.The presentation and how everything works is superb, but... the delay and compression artifacts kills it.
I can't play like this. But 10 more years or so and this is all we'll be playing.
Any news on when these are actually coming out? I'm very surprised that they're not out already. They were originally demoed at this past January's CES, and were slated for this holiday season.
They need to bump the output up to 1080p, or at least dramatically increase the bitrate. It's currently 720p and the bitrate is capped at about 6Mbps, which just isn't enough. I have a 25Mbps connection with no bandwidth cap - crank it up! At least allow it to scale to, say, 12Mbps.
The promise of OnLive has always been to bring graphically rich, high-definition gaming experiences to devices that would otherwise be incapable of running them through the power of cloud streaming technology.
Initially, the service was limited to a lightweight desktop client for PC and Mac, and later, as affordable standalone hardware for your HDTV. But when pitted against the ongoing success of traditional console and PC gaming, OnLive has struggled to establish itself as a suitable alternative.
But now, the company is focusing on an area where it simply can’t be matched: mobile.
With the release of its new Android and iOS app, OnLive is bringing PC-quality games to devices best known for casual titles like Angry Birds and Cut the Rope.
While still rough around the edges in many regards, the idea of playing Batman Arkham City on an iPad or a Kindle Fire is so alluring that even OnLive’s harshest critics will find renewed interest in the platform.
When it releases on December 8, the new OnLive app will be available for just about every iOS and Android device currently available, but for our testing we were given a pre-release version of the software running on an iPad 2.
If you’ve used the old OnLive app, you’ve used the new one, except now, when you load you view your games library, you can tap Play Now and load the software.
In order to run, any device using the app must be connected to the internet via Wi-Fi, 3G or 4G LTE. At a minimum, users will need a connection of 1Mbps, but HD visuals require a connection of 3Mbps to 5Mbps.
I tested the app with a variety of connections, including 4G LTE and Wi-Fi, and the app maintained fairly crisp and clear image quality throughout. While at times the service would become compressed when speeds dropped or a network was being overloaded, I never experienced a complete connection drop.
As noted in today’s release, games for OnLive’s tablet client can be played in a variety of ways – via a custom touch interface overlay, native touch controls added by developers or with the company’s new Universal Controller.
The overlay, which OnLive has dubbed the VPad, is available for over 25 titles on the service, including DiRT 3 and others, whereas only three titles have been retooled to have native support for touch control styles, most notably L.A. Noire.
Unfortunately, L.A. Noire was not available for hands-on testing on our pre-release unit, but we did see an example of the new control scheme during a demo. Rockstar has implemented new on-screen buttons and gesture control cues to replace traditional mouse and keyboard and d-pad controls. The on-screen buttons resemble typewriter keys and change to match each unique gameplay mode – driving, walking around, interrogating witnesses and investigating crime scenes.
We were assured that the new version of the game would be available at, or shortly after, the launch of the app, but no specific time was given.
Another title retooled for OnLive’s mobile app, Defense Grid Gold, an indie tower defense-style game, was available, however.
Normally, the game calls upon a keyboard and mouse to navigate the map, place defense mechanisms and access menus. Now, gestures like screen swipes, pinch-to-zoom and taps are used to replicate the experience. While OnLive has done a great job of limiting latency issues, there are moments when the lag between touch commands is apparent. It never reached a point where the experience was detrimentally impacted, but it did make me stop and take note.
The VPad overlays, on the other hand, aren’t quite as refined.
Testing pre-release versions of DiRT 3 and other VPad-adapted games yielded mixed results. While OnLive has done a great job of recreating a controller interface, responsiveness in analog controls and other commands ranged from slow to nearly non-existent.
Of all the touch control methods I tried, none seemed to be a satisfying alternative to a mouse and keyboard or a controller. I’m curious to see how game developers experiment with touch controls with OnLive, but the real potential of the platform is when tablets and smartphones are paired with the new Universal Controller.
OnLive has cleverly redesigned their controller to incorporate support for a variety of wireless protocols to make it compatible with just about any device, and to find the lowest latency method possible therein. For the iPad, the controller uses Bluetooth, whereas other devices may call upon Wi-Fi and other wireless technologies.
With the controller paired via Bluetooth, gameplay on the iPad 2 is great. Analog movement is responsive and relatively precise -- though I did experience times when small adjustments weren’t detected – and action buttons resulted in nearly 1:1 reflection on-screen.
While I would never want to use OnLive on a mobile device for competitive multiplayer shooters, it’s more than sufficient for most other types of gameplay.
What interests me most are the scenarios wherein accessing PC- or console-quality games would otherwise be impossible.
For example, during my testing, I took the test unit home and as my girlfriend and I watched a movie on the couch, I was able to prop the iPad 2 up and play an online match of Saints Row: The Third with another PC or Microconsole-based OnLive user. To do so otherwise, I would have had to go into another room and play, but with OnLive for iOS, all I had to do was power on my tablet, open the app and I was up and running.
With 4G LTE and mobile hotspots, the range of scenarios grows even further: playing on the bus to school or work, while visiting family back home or serving jury duty. What’s more, by having the entire game based in the cloud, you never have to worry about fragmenting your saves from one device to another.
It truly is the first real implementation of a unified gaming experience anywhere, anytime.
The introduction of the Universal Controller is exciting in and of itself. While it has been designed to work with OnLive’s mobile app, it can theoretically be used with any app or game that calls for d-pad controls. Before, mobile game developers could add d-pad support, but a product hasn’t existed to use it. Now there is.
Imagine what ChAIR – makers of Infinity Blade – can do for iOS games now that a product exists that eliminates the limitations of touch controls on Apple products.
Of course, these are all just excitement-inducing hypothetical scenarios, but that’s what’s intriguing about OnLive; it’s far from perfect, yet it’s forging the foundations necessary to do unprecedented things.
The updated versions of OnLive’s iOS and Android app will be available for download tomorrow. For more coverage, stay tuned to IGN.com.
I also don't understand why they don't render the games at an higher resolution and then downscale the video, jaggies galore on lego batman.
That is due to your connection. I'm using Verizon FIOS and I don't get jaggies when I play games on the PC client and microconsole.
Think about what you're saying. It's a video, videos don't make those jaggies, compressed videos even help hiding them. And my connection certainly wouldn't increase the amount of jaggies. The game itself is being rendered (before being encoded into a video), at a low enough resolution for the jaggies to be visible.
Why no app in the UK?
Here's what it looks like:
![]()
The artifacting around letters, that might be my connection, the jaggies around batman and other stuff certainly isn't.
Also I played the Dirt 3 trial, and while jaggies aren't noticeable, you can still tell it's at a low resolution, but AA is on on that game.
I said in a previous post that they must have AA turned off, but I guess I'm not as bothered by jaggies as you are.
If it's on IOS, it hasn't been released yet. It's just available for Android right now.
The thing is, if they were rendering it at an high resolution, considering they have to send the stream at 720p, we would get a supersampled look and AA wouldn't even be needed. Seems like a waste of an opportunity imo.
If you mean Apple not relasing it yet, it's because they are Apple. You also cannot buy games directly on the IOS version due to Apple wanted a 30% cut of purchases. However, you can sidestep that by buying games on OnLive's website. You can buy games directly using the Android App though.That's bizarre.
I managed to get my PS3 controller to connect to my touchpad, but only the analog sticks and d-pad work. I'm guessing I haven't mapped the buttons yet, but I don't know what to map which input to which key.
How do we get the free Lego batman?
I thought it was supposed to be out now for iPad, and 'later' for iPhone/touch?
The Controller FAQ
Its a work in progress so feel free to correct me.
MicroConsole
•MicroConsole Controller
•Universal Controller
•Wired Xbox Pads
•Wireless Xbox Pads via the Microsoft Wireless Gaming Reciever
•Other controllers that emulate the above
PC/Mac Client
•Universal Controller (Via Bluetooth?)
•Wired Xbox Pads
•Wireless Xbox Pads via the Microsoft Wireless Gaming Reciever*
•Other controllers that emulate the above*
Android/iOS
•Touch/On Screen pad
•Universal Controller
•NOT the Transformer Dock
•NOT any USB Gamepad
•NOT any other Bluetooth Controllers**
•NOT the Xperia Play**
The MicroConsole controller uses a totally different implimentation of BlueTooth, It DOES NOT work with any thing else, even if you use the wire. Please stop making threads about it. The reason for this was related to supressing latency, an issue I assume OnLive have no rectified. It was not done to be mean.
*Implies driver issues exist, so look into things such as MotionJoy
**Implies limited success as in you can use some buttons but not move
The problem on the go is finding a fast enough pipe. Onlive has a hefty minimum speed.
The OnLive app requires at least Android 2.3 Gingerbread and has been tested on the following devices:
Acer Iconia Tab A500
ASUS Eee Pad Transformer
HTC Evo View
HTC Flyer (not working currently. Awaiting update from HTC (http://onlivefans.com/news/the-htc-...working-with-the-new-onlive-android-app/5732/))
HTC Jetstream
Motorola Xoom
Samsung Galaxy Tab
Sony Ericsson Tablet S
Toshiba Thrive
HTC EVO,
HTC Nexus One,
HTC Rezound 4G,
HTC Sensation
HTC Sensation XL
Motorola Droid 2
Motorola Droid X2
Motorola DROID BIONIC 4G
Motorola DROID RAZR 4G
Motorola Photon 4G
Samsung Galaxy S II 4G.
The Universal OnLive Wireless Controller has been tested with the
Acer Iconia Tab A500,
ASUS Eee Pad Transformer,
Motorola Xoom,
Samsung Galaxy Tab,
Toshiba Thrive.
(OnLive will continue to update these lists as additional smartphones and tablets are tested.)
Here is the current Android compatibility list. This list will definately grow.
https://market.android.com/details?id=com.onlive.client
The OnLive player app is also on the Amazon Kindle App store. However, you might have to root the Kindle Fire to enable Bluetooth. However, there is a micro USB port that you could use with an adapter that should work with the controller as well.
i'm sure the controller will work on anything 3.0 and above.
I downloaded it for my phone. I instantly tried to find a bt gamepad that would have a holder for my phone. I was shocked at the lack of options, that and everything available is ugly and bulky.
Also, it works fine on my evo 3d. I didn't notice it on the list.
Can I use the controller from my onlive microconsole instead of buying the new universal one?