This week at Scribble, we thought we would try out the latest service to jump into the Cloud. Eager to find out for ourselves, we signed up to OnLive, the first commercial ‘cloud-gaming’ service. This new technology offers very exciting prospects, and hints at a future where mobile devices could bring the power of a high-end PC or console right into your hands.

OnLive allows users to play a range of PC and Xbox360 titles via a streaming service. As with other cloud-based and streaming services, there are several appealing factors: no installation or hard disk space required, there is immediate access to a wide variety of titles, and your settings and profile are stored online meaning you can connect on any computer and continue your experience.
With cloud gaming, however, there is another significant advantage: since the graphics are rendered on the server and streamed to your PC, you don’t need powerful processor, graphics card or games console. The only requirement is a consistent Internet connection with decent bandwidth. Of course, this part is key. When OnLive was announced, I was sceptical, as were many critics. The main reason for scepticism is based on the fact that games must respond instantly to user input: can an internet connection really respond and get the rendered image back to your screen quickly enough?
OnLive recommends using a wired connection to connect to the internet, and tests your connection before letting you connect. To my surprise, I found my modest ADSL connection yielded an enjoyable experience, even over WIFI. Keeping an eye on the data transfer rate, around 700kbps gave a good picture quality, and even 300kbps was pretty good. The main surprise was the responsiveness – I didn’t detect any noticeable delay except for when playing on WIFI when there would be occasional delays and drops in responsiveness.

All the games have their graphics settings cranked up to the max: at it’s best the games look stunning; when the streaming performance drops, the picture degrades in the same way that streaming video does on YouTube or iPlayer, but the framerate does not drop. The visual performance may not be up to the standards of seasoned gamers, but I gave up trying to stay up to date with expensive graphics cards and games consoles long ago. Even when I was a frequent PC games player, my computer was rarely powerful enough to play the latest games with the best graphics. So in that respect, OnLive gives me better performance than I ever had. What’s more, now having just one laptop that I use for work, I don’t feel like dedicating half of my hard disk space to the hefty 10GB+ installations that many games now require.
OnLive, then, offers a great casual gaming platform – I can quickly jump in and out of games with little hassle, and £7 a month gets you a pretty substantial bundle of games to play, with the option to buy or rent other titles. The games library is far from comprehensive, but there are plenty of top titles to choose from, and the collection will only continue to grow. It is a great solution for people who, like me, only use a laptop, often having lesser graphics capabilities.
The future of Cloud-Gaming? Better internet connections will make this a viable option for more people, and the lack of need for expensive consoles or hardware make the price attractive. OnLive will soon be joined by competitors, Microsoft to be the first, so this is unlikely to be a fad, and a bit of healthy competition is always a good thing. Streaming games, like movies, requires a LOT of data transfer, service providers will need to start offering true cap-less internet packages if these kind of services are to become mainstream.
But overcoming some minor obstacles, who knows? With 4G mobile networks on the horizon, maybe we could be playing top-end games on our tablets and smartphones! A few years ago people would not have believed the capabilities of today’s mobile devices would be possible, and no one predicted the role mobile devices would come to play in our lives, so here at Scribble, we know that when it comes to mobile devices, the sky is the limit.




Since Augmented Reality requires a mobile or wearable computer, applications have been restricted to specialized fields, such as aircraft construction or aircraft head-up-displays. The recent rise in the computing power of mobile phones and tablet computers, however, has brought augmented reality technology into the mainstream. The addition of accelerometers and geo-location in smartphones and tablets, too, has made augmented reality viable for mobile devices.




