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The OnLive service works by "cloud rendering", which is very different from the traditional model of "on-premise rendering" that we are all familiar with. How does this work at a technical level, and is there anything special game developers or artists need to do to optimize their game for the platform? As a developer, I'm a bit skeptical that everything is as magically working as they seem to suggest.

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The released a SDK for independant developers.

The OnLive developer community is growing rapidly, with many, many titles in the works. If you’re an Indie developer interested in accessing our vibrant, growing community, check out our partner page or email us at partners@onlive.com to request the OnLive SDK.

Source http://blog.onlive.com/2010/09/15/celebrating-independent-game-developers/

You "just" have to write a wrapper for your game so OnLive can communicate with your program.

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Could you provide more details about this SDK? What are some of it's plusses / minuses / benefits / drawbacks? –  slf Nov 23 '10 at 18:48
    
They haven't published any documentation publicly, so I doubt anyone here has more information (or if they do, they likely can't share it). It's probably the standard platform holder crap - demos, video recording, unlocks, achievements, etc. It's not like it's a replacement for anything else you'd do. –  user744 Nov 23 '10 at 19:26
    
Details? You have to apply @ their website. Plus / Minus? None, as far as I can say. You just wrap your code to be interpretable by the OnLive Cloud. You do not have to worry about that much performance etc. as I belief. –  daemonfire300 Nov 23 '10 at 21:00
    
"check out our partner page or email us at partners@onlive.com to request the OnLive SDK" The quote says everything –  daemonfire300 Nov 23 '10 at 21:00

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