“You’ve heard about the cloud, right? No, not the one that’s spitting a pitter-patter of raindrops onto the roof of my home office. I’m talking about cloud computing, which allows users to access applications, data, and even games with little more than a low-end PC and an Internet connection. Google Docs has become the poster child for cloud computing applications, and services like Dropbox have popularized cloud-based storage. But cloud-based gaming?”Here is some more Tech News from around the web:
- Medal of Honor SP Graphics & CPU Performance
- New Vegas G.E.C.K. Mod Tools Released @ Rock, Paper, SHOTGUN
- The Ball: Guns, Dinosaurs, Great Apes @ Rock, Paper, SHOTGUN
- Harry Potter and the Deathly Hallows – Xbox 360, PS3, PC @ HEXUS
- Dead Space Ignition is ugly, boring @ Ars Technica
- Medal Of Honor Review @ KitGuru Gaming
- Roll the dice: Ars reviews Fallout: New Vegas @ Ars Technica
- Fallout: New Vegas (PC) Review @ GamingHeaven
- Cities XL 2011 GPU & CPU Performance In-depth @ Legion Hardware
- Civilization V PC @ TweakTown
- PlayStation Move Motion Controller @ Tweaktown
- FIFA 11 (X360) Review @ GamingHeaven
- Sonic 4: Episode One review: welcome back, Sonic @ Ars Technica
- Kirby’s Epic Yarn review: the aesthetic is the message @ Ars Technica
- Sonic The Hedgehog 4 Episode 1 Review (iPhone) @ ITShootOut
- Front Mission Evolved Review (Playstation 3) @ Kitguru gaming
Gaming on the Cloud; a look at OnLive
The Tech Report had a chance to try out OnLive, the subscription gaming service that we have discussed here before. For games, they loaded up Borderlands, Unreal Tournament 3 and DiRT 2 as well as Splinter Cell: Conviction, Prince of Persia: The Forgotten Sands, Just Cause 2, and NBA 2K11. The first three showed enough lag to effect TR’s enjoyment while the others were not diminished as much, still not bad for a notebook. Apart from the experience they also noticed something else that people should keep in mind, OnLive was streaming at 38MB per minute, or over 2GB per hour, so do a quick calculation of how many hours you can play before you hit your ISP’s bandwidth cap.