12 Facts About OnLive

1.

OnLive was a Mountain View, California-based provider of cloud virtualization technologies.

FactSnippet No. 1,085,510
2.

OnLive expanded into the cloud desktop market with a sister product, OnLive Desktop—a subscription service offering a cloud-based instance of Windows Server 2008 R2 accessible via tablets.

FactSnippet No. 1,085,511
3.

OnLive Desktop used desktop virtualization technology to create a remotely hosted Windows Server 2008 desktop environment.

FactSnippet No. 1,085,512
4.

OnLive planned to make its service available in the rest of Europe as well.

FactSnippet No. 1,085,513
5.

OnLive was announced at the Game Developers Conference in 2009.

FactSnippet No. 1,085,514
6.

OnLive Desktop used virtualization technology to create a remotely hosted Windows 7 desktop.

FactSnippet No. 1,085,515
7.

OnLive entered into a proceeding known as an "Assignment for the Benefit of Creditors", wherein OnLive shareholders lost their stakes in the company.

FactSnippet No. 1,085,516
8.

OnLive then sold off its assets and started a new company, called OnLive.

FactSnippet No. 1,085,517
9.

Near E3 in 2009, which is approximately 350 miles away from their data center, OnLive demonstrated their service performed well with a consumer cable modem and Internet connection.

FactSnippet No. 1,085,518
10.

OnLive stated he believed OnLive customers would need a broadband line with "guaranteed, non-shared, uninterruptible speed", but "broadband isn't there yet, nor are ISPs willing to offer performance guarantees".

FactSnippet No. 1,085,519
11.

Eurogamer's Digital Foundry was amongst the most harshly skeptical in an article published upon OnLive's unveiling and public demonstration entitled, "GDC: Why OnLive Can't Possibly Work" by Digital Foundry's Richard Leadbetter.

FactSnippet No. 1,085,520
12.

In examining latency, Eurogamer's Digital Foundry initial test found that in some of their test scenarios, users of OnLive could expect 150ms of latency over a consumer Internet connection; however, they noted inconsistencies, in that some games had higher latency, and that this would depend on the quality of the customer's internet connection.

FactSnippet No. 1,085,521