Your number crunching is pretty speculative, and contains a lot of "assume that..", but that's okay - this is just a forum. Here's my own simpler take on estimating costs, though:transformania said:I think the trickiest thing to figure out is the business model. But I'm not a businessman, so I can't contribute any insight.
I do know a lot about tech, though, and it seems that most persons who are skeptical have misconceptions about what would be happening under the hood if this tech actually worked.
(ok, here's the part where I reveal that I've been an IT manager for 8 years but prior to that worked as a game artist, and I teach game art/graphics classes on the side. Oh, and I worked in a graphics research lab for a while too).
What existing service most closely matches what OnLive would be like, from an infrastructure standpoint? World of Warcraft comes to mind. WoW currently costs $15/month. Now, consider how much more server horsepower you'd need per customer to handle OnLive. You'd need a more pure processing power - I'd argue it's going to be at least 100 times more (as the amount of CPU you need for WoW is almost nothing).
Bandwidth costs? 720p is around 15-20 Mbps, but that's assuming you can create an algorithm that can compress a real-time game render with the same level of quality & efficiency that you get from encoding a film; even "live" HD broadcasts are delayed at least 2 or 3 seconds, if not more. I don't know if I'm as optimistic as you are about how encoding video from a card would be better than from a video signal - you can't look ahead frames on a game the way you can look ahead frames on video (as you can with a delay).
Anyway, I digress; Looking around (like here: http://wow.qj.net/Curiousity-killed-the-imp-what-s-WoW-s-bandwidth-consumption-/pg/49/aid/83144 ) tells us WoW uses about 30KBytes/s, so you're talking about 60x the bandwidth costs, minimum.
What does that tell us? Certainly Wow's monthly cost represents the absolute minimum we could expect as gamers. And we don't really know what percentage of their $15 covers operating costs, but the rest of their cost is profit plus software development - something we can expect OnLive to be charging us for as well. Then there's the fact that WoW expects a certain level of utilization from each paying customer. With a wide variety of games to play, I'm certain that the average OnLive customer will be playing it more than the average WoW player.
I just can't see it being very cheap; $3500 a year, as mentioned by another poster, is clearly not realistic, but with WoW currently costing $180/year, I can't see how Onlive could get by with less than $500/year; if 5% of WoW's fee is hardware+bandwidth ($9), 50x$9 = $450 for infrastructure alone, plus a measly $50/year for software infrasture, similar to what MS charges for Live. That still doesn't include any money to pay for the, you know, GAMES, but if it's all going to be free-to-play with money raised by buying microcontent, expect to pay even more.
So the base cost of $500 is equal to cost of a new $500 console every year, with no games included. How is this supposed to be better for gamers? Granted, hardware & bandwidth costs will drop over time, but that applies to console vendors as well.
That, of course, is assuming the pipe dream of a lag-free setup is even possible (I don't see it happening in the next 8 years), and that the system, at launch, will have enough games on it to make a $40/month outlay seem worth it.