Aren't they provided actual physical dev kits? I thought they mentioned during the conference that hardware was provided to 100+ publishers or something.Kind of curious about the implications for developers having dev kits on the cloud ( also for stuff like baking).
Aren't they provided actual physical dev kits? I thought they mentioned during the conference that hardware was provided to 100+ publishers or something.
I'm sure there's a large DevOps cycle involved here. MS: They probably have a dev-cloud and staging-cloud as part of the workflow.Kind of curious about the implications for developers having dev kits on the cloud ( also for stuff like baking).
They are, but maybe cloud development is the best way for studios to go about things just in case the building goes down in flames. Plus maybe they can take advantage of cloud on a per-need basis instead of having to setup their own internal farms and spend a bunch of money there to maintain it themselves.Aren't they provided actual physical dev kits? I thought they mentioned during the conference that hardware was provided to 100+ publishers or something.
When you quoted me I was talking about the need to get content on the service to attract people and keep them coming back.I'm not referring to content exclusivity but service exclusivity.
MS knows that they will never be about to own 100% of the market. IE: RDR2 sales are divided among PS4 and XBO for instance. They will never see any profit of the ones sold on Playstation. If you make streaming exclusive, perhaps you'll maybe get a couple more percentage points on the sales because of switch over as being a driver, but you'll see significantly more profit if you support the Playstation streaming, and now you're taking a small percentage of all sales in the whole market. They just went from 100% of 20/30% to 100% of 20/30% and X% of the remaining 70%.
MS will never profit from Sony exclusives or nintendo ones, this avenue of supporting streaming is ideal here for completely new revenue and additional saturation of their assets.
Always wondered why this wasn't a thing for MS a long time ago.Kind of curious about the implications for developers having dev kits on the cloud ( also for stuff like baking).
Right, I agree.When you quoted me I was talking about the need to get content on the service to attract people and keep them coming back.
I wasn't talking about keeping the cloud service exclusive.
I can see them selling it like they sell any other part of their cloud service.
The best way to have a game cloud service that other companies want to use thought is by making your own as successful as possible, as then you can invest to expand it.
So to me still comes back to having content.
Thanks.MS does have general cloud development, it's called Azure DevOps: https://dev.azure.com/
The Azure Pipelines is for the builds/compiling/deployment aspects.
Build, test, and deploy with CI/CD that works with any language, platform, and cloud. Connect to GitHub or any other Git provider and deploy continuously.
Main issue as I see it with gen 1 xcloud is 1S framerate performance. Otherwise they would be in a very good place for year or 2.Right, I agree.
Yea I think on this topic,in this case I think for MS their go is that the whole xbox catalogue appears on XCloud. As it sounds like, MS is trying to make that happen so that developers don't need to code twice. I'm not entirely sure how Stadia works though.
Stadia uses Vulkan, so I'm not sure on the details there unless ACO was a special Vulkan/Stadia variant.Main issue as I see it with gen 1 xcloud is 1S framerate performance. Otherwise they would be in a very good place for year or 2.
Stadia will need actual game porting to be done. Probably powerful enough to brute force most games without having to spend too much time optimizing. That's if they use the console branch of the code base, think they did that for the AC trial.
https://www.eurogamer.net/articles/digitalfoundry-2019-hands-on-with-google-stream-gdc-2019Stadia uses Vulkan, so I'm not sure on the details there unless ACO was a special Vulkan/Stadia variant.
"Correct, but they started from their main line on the consoles, it's not that they took the PC version and ported," Stadia VP Majd Bakar explains. "You can see that as the UI changes according to the controller you connect. I wouldn't call it a console port, I'd recommend going to the talk. It's going to be run jointly between Google and the team that did the work for Project Stream and they will talk about how they did it and the work stream they followed."
They clearly talked about it in the GDC presentation. Devs can use Stadia in the Google cloud, Stadia in their studio rack, or Stadia devkit on the table.Was that just the Stadia controller and a Chromecast Ultra?
I see a lot of people complaining about how you could never play competitive multiplayer over game streaming. I get that there would be input lag yet at the same time wouldn't this effective kill P2P connections for multiplayer. I mean if the game is already running in the data center wouldn't it just make sense to have it act as the host as well.