LAMBO said:I like having a different identity for each game.
The first console maker that lets you use a pc or a console as a dedicated server gets my vote for best online service. A well run server takes away all the cheaters and assholes from the experience.
Anytime Im reading a forum about a subject that may involve two or more competing companies (that carry with them the appropriate amount of loyalists in return) and I see a post that starts with the all too common premise "I love (insert company here), but their fanboys"...Well my brain starts to turn off.
gofreak said:His comment isn't necessarily an indication that it's final final hardware, though. He was talking about finally getting RSX in, but there was talk previously that RSX had shipped in dev kits to some developers, but that it was underclocked, and that the busses hadn't all been sorted out yet and the like.
Then again, maybe the system he's got is final. But it's not entirely clear.
myzhi said:I am betting it ends up being like XBL. No way it's going to be free unless Sony willing to pony up money to run / maintain the service / network. Highly doubt it.
DCharlie said:... it has an on switch? *runs*
DCharlie said:ha ha - it was an unnecassary joke ; i like you as a poster, so i retract it.
hukasmokincaterpillar said:I think if Sony is serious about opening up a major revenue stream with some form of digital distribution like Sony Connect, then a free all-encompassing service on top would be the best way to go in maximizing its potential. Rope in the user-base right out of the box with a nicely featured and functional gateway for online play, communication and media convergence, and let the third parties drive the various business models in an open market. Sony can make their various killings with add-on mem sticks, different sized HDDs, downloadable content, MMO subscription services etc. and the third party publishers will likely enjoy the freedom the model allows as well.
Competing directly with XBL, I think a subscription based service from Sony will restrict their footprint in this area. As much as it gets laughed at, PS2 online in NA has a decent sized user-base that has gotten pretty used to the idea of plugging in and playing without any charged based overhead.
hukasmokincaterpillar said:Gotchya. Thats a bit murkier isnt it.Rambus's Redwood FlexIO bus is a pretty major part of the overall architecture so that definitely wouldnt classify it as final kits. Perhaps only the big 1st party guns have the final hardware then (if PSM is to be believed).
hukasmokincaterpillar said:Dorio, the context of that quote was that RSX isnt so much exotic as it is "evolutionary". Which is pretty vague in its own right to be fair, but that particular phrase may lead one to think it isnt just a straight G70 derivative either.
myzhi said:I would be glad if it's free, but don't see why Sony would want to pony up money to be backbone so everyone can use it freely. It works for PS2, because Sony's really just a portal to other companies servers. From what it sounds like, they are doing much more than that this time. Having a frontend similiar to XBL requires Sony to control / maintain almost everything. That's much more added cost that they need to make up somehow. Thus, I see Sony charging something.
SolidSnakex said:Sony's mentioned before that they're trying to figure out how to get things to work for the people who don't want to pay and the ones that do. Not really sure how they're going to do that or if they're just going to dump the idea of still having a free network and going completely pay to play, or the other way. There's a big market for those that don't want to pay and I don't think they want to ignore them.
Why charge money for a demo? It's advertisement of a game after all.typo said:I could imagine PS3 Online having two tiers:
- Free Multiplayer Service Including Messaging and Friends List
---------> Charge for Downloads (Service Charges ~$2.00 for a demo, let's say)
---------> Marketplace
- Premium Service including unlimited downloads
---------> Marketplace
I'd rather have a nifty service for free (marketplace doesn't interest me, but downloadable demos do) than pay for a service I may hardly use (except for when I'm off school).
araganekyassuru said:do we know it was sonys fault that never happened? maybe it was aol who pulled out in the last minute
Great, so paying for a Gold membership isn't necessarily about paying for what *I* do with the service but rather to pay for what others do with the service that may not pay at all. In fact, someone who may just want to use XBL for peer to peer online gaming could very well incur significantly less cost to Microsoft than a Silver member who text/voice messages back and forth regularly with their friends list and downloads gigs worth of free content on a regular basis.Jonnyram said:I think the money they get from gold members is subsidising the silver service though. They wouldn't give all those features for free if there were no revenue at all.
You guys get charged more for a lot of things in Japan. There's obviously overhead for maintaining the XBL infrastructure but I doubt the overhead required to offer basic matchmaking services to get a peer to peer game going is really any greater than what it takes to maintain the AIM or MSN Messenger infrastructure, both of which have been free for years now.DCharlie said:surely these games must cost something - even the peer to peer ones....
i assume so given the price of gaming here where $5 is the minimum per game.
and hell - we are talking ULTRA bare bones here.
Games are peer-to-peer generally, though, right?Dr_Cogent said:Peer to Peer my ass. You guys don't even know what the fuck you are talking about.
The Xbox Live infrastructure isn't peer to peer. It's client/server. You login to the server, messages are passed to and from the server. It's not fucking peer to peer.
There may be some functions that are peer to peer, but for the most part, ITS NOT PEER TO PEER.
Do you actually think that the entire Xbox Live model is based on peer to peer. Do you actually understand networking technologies?
If it was peer to peer - the entire system wouldn't work or if it did - it would perform like absolute shit.
kaching said:Who is "you guys", Dr_Cogent? Because I did my best to make clear specifically what is peer to peer (the online gameplay itself).
Dr_Cogent said:Online gameplay itself depends on the game. They aren't all peer to peer. Network traffic grows exponentially as clients join a game in a peer to peer model. Halo is most certainly not peer to peer, it is client/server.
And I wasn't talking about you specifically anyhow kaching. I just grow tired of people on here acting like they have even got a clue as to what they are talking about when it comes to networking in general.
DarienA said:A majority of XBL games ARE peer to peer Cogent. I say this with 95% certainty however.
Dr_Cogent said:The main XBL architecture is certainly not peer to peer.
gofreak said:But is it doing something that should cost $50 a year? Looking at the services I use for free every day on the web, I've got to wonder..
Dr_Cogent said:I couldn't ever make this call in general. I don't know all the details behind the infrastructure of Xbox Live.
Remember though, many of the things you use online that are free are paid for by something/someone. Ads usually. Would you want ads popping up in your games or something like that? I dunno if people would like that or not.
gofreak said:Not in your game, but ads around your "portal" could be tolerable..
That said, I think it's funny that the one thing that actually introduces significant cost (as far as I can see) to this model - big downloads - is the one thing that can also directly generate more revenue. It changes things from simply passing small data back and forth between client and server - which is probably cheap to do - to requiring large outgoing bandwidth. But that kind of microtransaction culture could help cover the cost of the rest of the system, without invasive marketing e.g. itunes doesn't advertise anything but what it's selling, and I'm sure the costs to run it are non-neglible.
I'm like you in that I can't be absolutely sure, but..I fail to see how a XBL-type service couldn't be viable as a free one.
DarienA said:A majority of XBL games ARE peer to peer Cogent. I say this with 95% certainty however.
Ponn01 said:I'm going to be surprised if Sony charges for their online service, same as if Nintendo charges a fee for their online service.
myzhi said:Seems that way, but no.
Peer to peer would be:
1) user #1 connects to server (portal).
2) user #2 connects to server (portal).
3) server matches #1 & #2.
4) server drops off connection.
5) it's only #1 & #2 connected.
It's obviously not the case. You are still connected to XBL server since you can see / chat with other people doing other stuff. And, your world stats are universal and not different from client to client depending who you are connecting too.
myzhi said:Seems that way, but no.
Peer to peer would be:
1) user #1 connects to server (portal).
2) user #2 connects to server (portal).
3) server matches #1 & #2.
4) server drops off connection.
5) it's only #1 & #2 connected.
It's obviously not the case. You are still connected to XBL server since you can see / chat with other people doing other stuff. And, your world stats are universal and not different from client to client depending who you are connecting too.
gofreak said:That's the "architecture" side staying client/server, while the game itself is peer-to-peer. That really just requires small data to be passed back and forth during your game. I'd say chat might be peer to peer depending on the type, though (well, for example, if they ever do video chat, I'm sure that'll be peer to peer, probably).
Dr_Cogent said:In game chat while playing I am fairly certain is client server as well. When you are playing a game, I believe all the players are connected to the chat server, and the server handles communication between clients. I am 99% certain I remember reading that about Xbox Live.
If you think about it too, if everyone was chatting, this would put too much of a load on everyone having to communicate the same data to each and every other client who is hearing them talk. I think there would still be too much network traffic to be efficient in a peer to peer model for that.
Now, chatting with a single person in xbox live chat - that may be peer to peer - but I really have no idea for sure.
Not strictly speaking - most of them use (i've no idea if this is anything resembling a proper term, but it will illustrate the point adequately) "peer-servers"; that is, one of the clients is doubling up as a server for everyone else. A true peer-to-peer protocol is completely decentralised, with all the clients communicating with all the other clients, which scales horribly with additional clients (in a peer-to-peer system, everyone requires a certain amount of upstream and downstream bandwidth for each other peer, in a client-server system, only the server has that requirement, while everyone else requires a fixed amount of upstream, and an amount of downstream that scales with the number of clients - given the assymetric nature of most consumer internet connections, this works a hell of a lot better, since it only requires one person to have good upstream).DarienA said:A majority of XBL games ARE peer to peer Cogent. I say this with 95% certainty however.
Larry Bird said:Competition FTW.
arhra said:But that's completely irrelevant to the current discussion point, which is that xbl games are all player-hosted.
Sorry, we're WAY past that now. :lolgofreak said:Before this blows out of proportion, I think there's but zero quotes from Sony in this article. It's all PSM's stuff based on "sources".
myzhi said:Don't think players are hosting the games. They may create the game channels for people to join, but it's still being hosted by M$ servers. Definitely, not like PC side things. Where, if I were to host a Quake server, my PC would handle all data / traffic. Highly doubt any one X360 is doing that.
Dr_Cogent said:I don't think MS is hosting servers. In fact, I am quite confident they are not.
Sea Manky said:It should be obvious to everyone but the most autistic pedant that when talking about ONLINE GAMING, the term peer-to-peer is commonly used to refer to the client/server model being implemented between the players' machines rather than through a dedicated server hosted by the game company. Y'know, coz nobody has actually made an online game that uses a textbook peer-to-peer model since FOREVER.
And the point remains, we haven't had to pay for this before, so to hell with paying for it now when bandwidth and processing power are cheaper than ever.
myzhi said:Can you enlighten us more? Still find it hard that someone's X360 is hosting a game. Especially, PGR3 when you could have thousands of people watching LIVE race.
That doesn't sound like you specifically weren't talking about me though.Dr_Cogent said:And I wasn't talking about you specifically anyhow kaching.