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Okay so what's the best way to trick OnLive into thinking I'm using a wired Internet connection as opposed to the wireless connection (via an Airport Express) that I'm really using?

I know on the PC side people are doing something called “bridging” their Internet connections to get around this but I'm not sure what to do on the Mac side. It probably has something to do with Internet sharing but I'm not sure which way to go about it.

And yes I know I could just go buy a wired router or simply unplug the ethernet cable from the Airport Express and plug it into my Mac (which is actually what I've been doing) but I don't really want to spend any money on this because I'm not certain I'm even going to stick with this service and constantly unplugging and plugging back in is a pain.

Any suggestions would be greatly appreciated.

-PN
 
No matter how much you pump into the service, if you stop paying a the subscription after 1 year you lose everything you "purchased".

Yeah, that's ridiculous. You should be able to suspend your account for any length of time.

Anybody notice that ME2 is Windows-only? Doesn't make any sense. And have they announced game pricing yet? I would only consider trying this out (even with the free year) if the games are rental or near-rental prices. Since I clearly would NOT be owning them.
 
Honestly, this stuff should be avoided like the plague-



No matter how much you pump into the service, if you stop paying a the subscription after 1 year you lose everything you "purchased".

Along the lines of a MMO subscription except you are paying extra for the right to play a specific game? How much does it cost to "buy" the average AAA game?
 
Along the lines of a MMO subscription except you are paying extra for the right to play a specific game? How much does it cost to "buy" the average AAA game?

An MMO doesn't generally remove your profile data once you stop paying though.
Prices are equal to store prices.
 
Here's a quote I found on the lag from here: http://www.eurogamer.net/articles/can-we-measure-onlive-lag-yes-we-can

Fascinating comments from OnLive this week, courtesy of CEO Steve Perlmen, including a very helpful definition of what latency is and how little of a factor it is with OnLive. ‘The round trip latency from pushing a button on a controller and it going up to the server and back down, and you seeing something change on screen should be less than 80 milliseconds,’ Perlmen told the BBC. ‘We usually see something between 35 and 40 milliseconds.’

EDIT: Found this link comparing some different games which apparently all have a latency near 100ms, which makes the 35-40ms lag from onlive look super acceptable. http://www.eurogamer.net/articles/digitalfoundry-vs-console-lag-round-two-article?page=3

Those are all console games though. What about highly competitive games like Counter Strike and Unreal Tournament 2004?

In order to reduce lag and improve fluidity, many competitive players have been known to:

-increase their USB polling rates to 500-1000Hz (1-2ms)
-play in low latency servers (think 72ms and below)
-play at high monitor refresh rates (over 100Hz)

All of this is to reduce any input lag and increase fluidity of the game. It seems like adding an additional 30-80ms to any of that would be considered unplayable.

Granted, I don't think too many computers are struggling to play those games, but the issue of lag in highly competitive games still stands. I don't think OnLive will ever be able to effectively counter those concerns (until they can access superluminal telecommunications ;)).
 
An MMO doesn't generally remove your profile data once you stop paying though.
Prices are equal to store prices.

You kind of face the same thing with Steam, except Steam you are buying the game, but no subscription costs. It sounds problematic to some degree.
 
You kind of face the same thing with Steam, except Steam you are buying the game, but no subscription costs. It sounds problematic to some degree.

No, with Steam if you stop paying any money into it then in X number of years you'll still have your account. If you stop logging in then in X number of years you'll still have your account. You don't lose access to the content you paid for.

With Onlive once you stop subscribing and logging in, in 1 year you lose your account. You lose access to the content you paid for.
 
Here's a quote I found on the lag from here: http://www.eurogamer.net/articles/can-we-measure-onlive-lag-yes-we-can

Fascinating comments from OnLive this week, courtesy of CEO Steve Perlmen, including a very helpful definition of what latency is and how little of a factor it is with OnLive. ‘The round trip latency from pushing a button on a controller and it going up to the server and back down, and you seeing something change on screen should be less than 80 milliseconds,’ Perlmen told the BBC. ‘We usually see something between 35 and 40 milliseconds.’

EDIT: Found this link comparing some different games which apparently all have a latency near 100ms, which makes the 35-40ms lag from onlive look super acceptable. http://www.eurogamer.net/articles/digitalfoundry-vs-console-lag-round-two-article?page=3
1) They're console games, which always do feel laggy compared to PC games.
2) If the lag exists in PC games too then expect that 100ms ping plus 35-80ms, giving you a nice laggy total.
 
With Onlive once you stop subscribing and logging in, in 1 year you lose your account. You lose access to the content you paid for.

Yep, that's very bad. You are not really buying a game via the Onlive service. In essence you are paying an access fee that expires if you close your subscription. Based on this info, I would steer clear of Onlive until/if they correct that issue.
 
Yep, that's very bad. You are not really buying a game via the Onlive service. In essence you are paying an access fee that expires if you close your subscription. Based on this info, I would steer clear of Onlive until/if they correct that issue.

I'm assuming since they are trying to get as much statistical data as possible about the system (hence the no-wifi rule and the bandwidth rule), they are keeping the ToS very strict. I would guess that this would change once the system is out of beta. They may not call this a beta but it really is.
 
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