Network optimization solution

I saw a solution one engine used to reduce performance costs, to the point of not even needing good hardware to run the program, just an internet/network connection... It's just basically doing all of the heavy computing server-side, and sending only imagery 'snapshots' synced with the sound information to the users, and user input and maybe 'placeholders' or ID info back.

(I think Onlive used a version of this... Except they took more of a SteamPowered-like approach to it, and made it so you had to buy the games there.)

Would this be possible with Unity? Would it take a source license or something? I was just curious, I always wanted to do a game like that.

(Also, are there any links you can send me to forum posts or questions for need-to-know networking info? Then I can just have one source to look at if I have a question.)

Thanks! Just musing.

It's a pretty huge undertaking and to the best of my knowledge there is no middleware for such things. You need a lot of server infrastructure and bandwidth, your best bet would be to get your game hosted by one of those companies like Onlive.