Jan 09 2012
By Kevin Taylor & Asad Uj Jaman
Functional use case growth for tablets has stagnated, but that is about to change.
While there are many new creative and innovative software apps coming to market, most are the expansion into new subject areas of successful concepts within existing use cases.
Steve Perlman, (Founder and CEO – OnLive) has delivered a clear vision of how enormous computing power and data can be accessed and experienced on a mobile tablet. Steve successfully demonstrated the technology on Android tablets and an iPad during a keynote at Columbia Entrepreneurship Night: Silicon Valleyon Nov 14th, 2011.
Previously in a June presentation, Steve hinted at some use applications beyond the OnLive platform’s startling ability to play high performance console games remotelybut with the same user experience as if they were running locally.
Here is a video of the Keynote presentation on Onlive (fast forward to 14:10), followed by some notes on it below:
He explains that OnLive is a cloud based technology, end user devices never need to upgrade OS, browsers. Compatible with all kinds of devices the cloud based Onlive platform is also very much secure, scalable, and maintainable.
Then he showed the demo using Samsung Galaxy Tab and was running the app in a spectator mode. One of the major thing is the application are not stripped down mobile versions.Application will be playable over both Wi-Fi and 4G LTE connections.
OnLive technology will enable the use of powerful productivity, business, and enterprise applications on low cost, low power tablets.
He noted that productivity and other business applications are not yet publicly available on OnLive’s service, as their primary goal at the moment remains in gaming applications.
Steve Perlman then used a Galaxy Tab to view a QuickTime move — again, it was smooth, and the audio was clear. The scrubbing bar at the bottom of the video was incredibly responsive; Perlman contrasted this to the somewhat limited frame-by-frame scrubbing found in apps like Netflix.
He was able to zoom in and out with surprisingly low latency and the menu controls seemed responsive. He then popped into an Autodesk-built 3D environment.
While the power of servers on the data center end will definitely affect the performance of a game, it’s the quality of the network that will affect how well content can stream. Most wired broadband connections to local WiFi will have no issues.
However for Wireless, the quality of LTE service in terms of latency, load, and coverage can limit performance.
The major load of the processing is done on their servers and the video and audio are streamed to user’s device while the device streams its input to their servers.
This allows for a high performance experience on lower cost, low power remote devices.
OnLive requires a constant connection, and if that connection is lost, or if the channel becomes congestion, or there is packet loss, or sudden high latency, the quality of the stream will be affected.
Distance from its servers is also an important factor, as latency gets worse as user’s get farther away, current maximum distance at which there is no noticeable lag is 1600 km (1000 miles).
So what will be the future of this cloud based industry? According to an OnLive representative reached last week –
“It’s hard to say to what the future holds. Our company could go in many directions, but I think it depends on what the market demands. I can’t really comment on anything that we haven’t already publicly announced. I will say that user should check our new outlets over the next few weeks for up-to-date announcements (our website, blog, face book, twitter, etc)”
OnLive’s revolutionary technology will usher inmany new innovations as developers explore creative ways that the abundant computing resources at people’s fingertips anywhere anytime can be harvested.
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