@Saieno said:
OnLive's servers are just tons of mobos / CPUs / and GPUs on server racks. There is no current hardware or software solution for combining the power of GPUs or CPUs in terms of gaming. Beowulf clusters exist, but the latency is too high to apply to gaming. SLI exists, but isn't designed for multiple games and only scales so far. The cloud is just what the user experiences at this point.Except each server runs multiple instances of each game, so multiple users run the games using one set of hardware. At least that's who Steve Pearlman explained it in a presentation...if I even understood it correctly. It's all a bit confusing as it is new technology, and they aren't really divulging any specific details as to how it works or is set up.
With the way OnLive is now when someone is playing a game they are using 1 whole GPU and 1 whole CPU and 1 whole mobo. If cloud services ever really did take off there might be the R&D dollars to invest in mainframes or super computers that would have many CPUs and GPUs on one motherboard that could allocate resources more efficiently.
If such a thing existed today enthusiasts would be building $50K PCs with 100 i7's and 100 Geforce GTX 480's and playing Crysis across 30 monitors at 32000x21600. Or at least dominating Futuremark scores.
@Dionysus187 said:
It's actually not too far off from that. They're running customized versions of the games with custom applications and they have all these routed through video compression devices and other things to ensure the system runs without Windows or Linux interface popups or related security faults.Also they aren't simply setting up gaming rigs with all these games installed and letting you control them remotely. That's how they originally started, iirc, but had to change their system for it to work properly. "










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