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OnLive

From Alfawiki
OnLive
Company typePrivate
IndustryCloud gaming, virtualization
Founded2009
FounderSteve Perlman
DefunctApril 30, 2015 (2015-04-30)
FateSold intellectual property to Sony Interactive Entertainment; ceased operations
Headquarters
Mountain View, California
,
United States
Key people
Steve Perlman (Founder), Mark Jung (Executive Chairman and later CEO), Gary Lauder (Principal investor and Chairman)
ProductsCloud gaming service, OnLive Game System, OnLive Desktop virtualization service
OwnerLauder Partners (final owner before sale)

OnLive was a cloud virtualization enterprise headquartered in Mountain View, California, focusing on cloud-based gaming solutions. Established in 2009 by entrepreneur Steve Perlman, the company’s flagship offering enabled users to stream and play video games without needing to install them locally, utilizing server-side rendering to operate games on devices with modest hardware capabilities. This pioneering model aimed at a wide audience, permitting gameplay across PCs, mobile gadgets, smart televisions, and the exclusive OnLive Game System console.

Expanding its portfolio, the firm introduced OnLive Desktop, a cloud desktop service providing subscription access to Windows Server 2008 R2 through tablet devices. Leadership included Executive Chairman Mark Jung and principal investor Gary Lauder, under the ownership of Lauder Partners.

OnLive’s platform encountered issues related to fluctuating video quality and input latency, which varied based on internet connection quality and affected performance in fast-action titles. Nevertheless, it earned acclaim for innovative features such as integrated spectator modes and the ability to try games without installation, underscoring its strengths in enhancing user interaction.

In April 2015, OnLive discontinued its operations following the sale of its intellectual property to Sony Interactive Entertainment, which incorporated similar technologies into its PlayStation Now service. This transaction represented a strategic withdrawal amid shifting trends in the cloud gaming sector.

Gaming platform

The OnLive gaming service was accessible through the OnLive Game System as well as a variety of device categories, targeting an extensive user base:

  • Windows PCs operating on Windows XP, Vista, 7, or 8
  • Intel-based Apple Macintosh machines running Mac OS X version 10.6 or newer
  • Android smartphones and tablets with Android 3.2 or above; the OnLive app for Android debuted on December 7, 2011
  • Gaming-focused tablets including WikiPad, Nvidia Shield, and Nvidia Shield Tablet
  • Android TV devices such as Philips’ smart TVs equipped with Android and preloaded with OnLive
  • Various Android set-top boxes like the Mad Catz M.O.J.O.
  • Connected television sets from manufacturers like Vizio, LG Corp., and devices utilizing Google TV
  • Internet-enabled media players including Amazon Fire TV and Fire TV Stick, VIZIO Co-Star, and VIZIO VIA Blu-ray players

Moreover, a browser-based demonstration allowed users on Windows PCs and Intel Macs (running Mac OS X 10.5.8 or later) to experience games without downloading any client software.

The network prerequisites mandated at least a 2 Mbit/s internet connection (with 5 Mbit/s preferred) accompanied by low latency. Initially limited to wired connections, support for beta-stage Wi-Fi connectivity was introduced starting September 15, 2010.

This strategy of supporting multiple platforms illustrated OnLive’s aim to broaden market penetration by delivering its cloud gaming service across a diverse range of hardware, thereby strengthening its position within the gaming industry.

OnLive Game System

The OnLive Game System comprised an OnLive Wireless Controller alongside a compact console known as the "MicroConsole TV Adapter," which linked directly to televisions and connected to the OnLive service—allowing gameplay without requiring a PC. The package included all essential accessories with an optional composite video cable available for users needing it. The MicroConsole accommodated up to four wireless controllers simultaneously, supported multiple Bluetooth headsets, and featured two USB ports compatible with controllers, keyboards, mice, and hubs. For video and audio output, it offered options including component, HDMI, TOSLINK, and an analog stereo minijack. Network connectivity was provided via an Ethernet port for linking to the OnLive service. Pre-orders were launched on November 17, 2010.

PlayPack subscription model

On December 2, 2010, OnLive introduced the PlayPack subscription, a flat-rate service granting unlimited monthly access to a selection of recent, classic, and independent games, including newly released titles. Subscribers benefited from a 30% price reduction on OnLive merchandise—excluding membership costs—which covered sale products, wireless controllers, and the OnLive Game System.

Desktop virtualization service

At the Consumer Electronics Show on January 10, 2012, OnLive announced "OnLive Desktop," a desktop virtualization solution providing users with remote access to a Windows Server 2008 environment. However, on March 12, Microsoft raised concerns over OnLive’s use of Windows 7 for this offering, citing licensing restrictions that limited hosted client deployments and Office availability exclusively to Windows Server with Terminal Services. By April 7, OnLive transitioned to Windows Server 2008 to align with these licensing conditions.

System architecture

OnLive’s infrastructure was supported by five data centers across North America situated in Santa Clara, California; Virginia; Dallas, Texas; Illinois; and Georgia. To maintain optimal performance, users were recommended to be located within roughly 1000 miles of these facilities. The system combined OnLive’s custom video compression hardware with conventional PC CPUs and GPUs. Games with lower resource demands such as Lego Batman ran via server virtualization allowing multiple simultaneous instances per server, whereas graphically intensive titles like Assassin's Creed II were assigned dedicated GPUs. Each game session generated two separate video streams: a real-time stream optimized for gameplay under typical internet conditions and a full HD media stream intended for spectators or recording purposes.

Global expansion

On September 22, 2011, OnLive extended its service to the United Kingdom through a collaboration with British Telecom, integrating the offering into their broadband packages. Plans were in place for further expansion throughout Europe.

Company timeline

OnLive was first revealed at the Game Developers Conference in 2009 with an initial release target set for winter of that year. Early financial backers included Warner Bros., Autodesk, and Maverick Capital, followed by additional investments from AT&T Media Holdings and Lauder Partners. In May 2010, partnerships and investments were secured from British Telecom and Belgacom.

On March 10, 2010, OnLive announced a US launch scheduled for June 17, 2010, priced at $14.95 per month. Early memberships were offered free for one year through AT&T's Founding Members program. By October 2010, subscription fees were removed to promote user adoption. CEO Steve Perlman launched the OnLive Game Portal in March 2010, providing free game rentals and demos without social networking features.

The US service officially launched on June 17, 2010. On December 10 of the same year, OnLive secured a key cloud gaming patent from the US Patent Office. The UK rollout took place on September 22, 2011.

During the 2012 Consumer Electronics Show, OnLive introduced "OnLive Desktop," a remote desktop environment based on Windows 7 virtualization that broadened its cloud service portfolio.

Layoffs and Buyout

On August 17, 2012, the company terminated its entire workforce and initiated an "Assignment for the Benefit of Creditors," which resulted in shareholders losing their equity. Subsequently, it divested its assets and established a new entity retaining the original company name. By August 20, it was disclosed that Lauder Partners had acquired the assets. Shortly thereafter, founder Steve Perlman resigned as CEO; Gary Lauder assumed the role of Chairman, and Charlie Jablonski, previously Vice President of Operations, was appointed COO and interim CEO. In October 2012, OnLive was sold for $4.8 million—a significant decline from prior valuations that approached $1.8 billion. Industry analysts suggested that although the company's patent portfolio might have held a value in the hundreds of millions, its weakened negotiating position contributed to the modest sale price.

Relaunch

In March 2014, OnLive brought on Mark Jung as CEO and introduced CloudLift, a gaming service designed to connect specific titles within a user’s library, facilitating uninterrupted gameplay across multiple devices.

Sale to Sony and Shutdown

On April 3, 2015, OnLive announced that it had sold most of its assets to Sony Computer Entertainment and that all services would cease operations by April 30, 2015.

Pre-launch

After its unveiling at the 2009 GDC, OnLive encountered skepticism from industry reporters who questioned both its business approach and technical viability. Doubts were raised about the data center infrastructure required to render and stream games effectively, alongside concerns over broadband limitations impacting service quality. During GDC 2009 in San Francisco, OnLive conducted a closed beta with several hundred participants near its Santa Clara data center. At E3 2009, held roughly 350 miles away, the company showcased successful streaming over consumer-grade cable modems.

Matt Peckham from PC World pointed out difficulties in delivering high-definition gaming content via broadband networks, emphasizing that guaranteed and stable internet speeds—rarely accessible to most users—were crucial. He also voiced worries about game ownership rights and restrictions on modding due to cloud storage dependency, which posed risks if OnLive were to discontinue service.

Cevat Yerli, CEO of Crytek, recognized streaming's future potential but deemed it impractical for Crytek's use until at least 2013. Although Crytek was not directly collaborating with OnLive, Electronic Arts had formed a partnership with OnLive and supported its technology. Yerli expressed guarded optimism concerning the platform's influence on gamers.

In contrast, Eurogamer's Digital Foundry delivered harsh criticism at launch, labeling OnLive’s demonstration as technically unfeasible over typical consumer internet connections and questioning the company’s ability to compete effectively in the market.

Post-launch

Following its U.S. debut, gaming journalists generally offered positive reviews, commending the platform’s performance and prospects for enhancement. The Boston Globe praised the smooth user experience; Macworld highlighted consistent frame rates and immersive gameplay comparable to console versions; CNET regarded OnLive as a notable innovation within PC gaming.

Latency measurements by Eurogamer's Digital Foundry showed average delays around 150 milliseconds—exceeding OnLive’s pre-launch claims of sub-80 milliseconds. Although this level of lag approached the upper limit acceptable for gameplay, it indicated potential for further refinement to improve responsiveness. Video quality fluctuated depending on the game due to compression; titles like Assassin's Creed II and Batman: Arkham Asylum displayed strong visual fidelity, while fast-paced games such as Dirt 3 and Unreal Tournament 3 exhibited compression artifacts that hindered playability. Overall rendering quality was solid but less consistent than traditional consoles, with occasional occurrences of screen tearing.

Gaming Examiner likened graphics quality to that of a PlayStation 3 running at 480p resolution and noted some issues with controller reliability. After launching in the UK, Computer and Video Games reported that although suitable for game trials or rentals, the service could not fully replace owning games due to internet-related drawbacks such as latency, freezing episodes, and substantial data consumption—highlighting infrastructure limitations in target regions.

This feedback underscored OnLive’s pioneering approach to cloud gaming but also emphasized that network enhancements were essential to unlock its full competitive edge and realize broader market success.

References