So the cost of each server is divided by 12. Let’s say the actual server + GPU cost is $1500 each, using AMD blades for example. They get 36 months to amortize the cost. So they are down to $42 per month, that amount needs to be covered by 12 people. That’s $3.50 per month. With their massive bandwidth discounts added on, they will probably end up around $7-ish per gamer, per month.
Dave's co-founder of Gakai, essentially an OnLive competitor. Apparently he got a lot of flak at GDC from the OnLive guys, which seems kinda bad since he comes off as pretty reasonable here.
I'll agree with Dave on a couple of points. Namely that cloud gaming will happen, in some form, at some time. As I said before, there's nothing technically impossible about the concept, most of it not even really being technically difficult - until you factor in the scale of it. So the impressive part isn't one computer logging into one server and playing Mirror's Edge at 60 frames per second ... it's a bit of a neat parlor trick, but it's basically a credit to bandwidth and compression.
The real trick is getting these mythical twelve people per server. Now Dave has done a lot more research on this, since it is apparently his job - I'm just writing based on conjecture and guesswork. But my guess tells me that twelve people on a $1500 piece of hardware seems like pretty curious math.
Server hardware is designed to do some pretty specific things, and it is definitely not allowing twelve people to play games at even 30 fps at the same time. The thing is, I'm not sure what hardware is designed to do that. Remember that once your fancy graphics card is done with all that processing, the data from it has to go somewhere. This is why things like the bus on your motherboard still matter, RAM has to not just be large, but quick, for applications like gaming. An $800 computer with a $300 graphics card can probably reasonably do it well for one person, but most $1500 server blades aren't going to be good at even that task.
The thing people seem to be missing is that games are the most intensive things personal computers can perform. The reason why so many other applications are making successful moves to the cloud is that even the cheapest computers on the planet are about a hundred times more powerful than the apps require. Word processing? I did word processing on a what, an Apple II? My iPhone is what, a gazillion times faster than that? Of course I can do word processing on my phone, or even my browser.
And the truth is - browser still don't even do that very well.
Dave uses this math and comes up with a $7/month subscription figure. That's roughly what I pay for web hosting, so I'm going to have to hit that number with the doubt hammer. I think to be reasonably profitable, we're probably looking at a number about ten times that figure.
I remember being pulled into a meeting about how video on the web was going to be next big thing and we needed to figure out how to be a part of it. That was about a decade ago, and five years later YouTube would launch. But a lot changed in that five years, including high speed adoption, Flash software and compression technology. I'm getting a sense of deja vu from the debate over OnLive.
But as I said before, I'm armchair QB'ing this. So as usual, anyone who wants to correct my logic should feel free with great haste.
