No it doesn't. It doesn't touch on game streaming at all, except as a reference to bandwidth concerns.
The reference to latency and bandwidth concerns make up the first thousand words of the article immediately following the already lengthy intro. Latency concerns are discussed only in the context of rendering considerations (which again is a cloud streaming context). The bandwidth concerns are likewise discussed in the comparison to a cloud streaming solution which has nothing to do with MS's stated intentions.
Right. And the article explains this, saying the data sets have to be small because there's no enough BW to do otherwise, and that's how tasks that can be done in the cloud are limited.
The early chunks of the article is roughly formatted as follows:
1) Intro conveying PR claims from MS.
2) Latency concerns written in a manner as to suggest cloud rendering isn't plausible.
3) Same as above, but for bandwidth.
That's misleading in the sense that it lays out claims and then immediately attacks them in the context of a *totally* unrelated approach that has nothing to do with MS's aforementioned claims. It's a strawman, detailed as it may be. Don't express the claims, assert your article is going to judge them, and then dive into the challenges/criticisms of totally different solutions followed up with the suggestion MS was 'admitting' to be lying to ppl in that context. That's why you have ppl like GameNameFame and the legions of fools over on GAF making posts about how they've imagined DF is agreeing with Jonathan Blow when that is very, very far from their actual conclusion. I realize those ppl are being lazy and foolish, but I contend much of the blame also lies with the author misleading them.
And the article attempts to identify what those low-latency jobs are. If there are plenty more low-latency jobs you can think of, please suggest them here! That's what this thread is for.
I have (I even had sexy gifs)! And plenty of others have done so too. My issue with that particular part was moreso that they made this expanded list of stuff going on per frame and then took about half of them that could be sent to the cloud and grouped them all together and presented it as if almost nothing in their list was doable.
I don't mean to fault them too much for not thinking up the ideas I've had, they had some (as I noted) that I didn't consider either. And that's good! But they totally missed MS's point at the same time (to free up local resources by moving things to the cloud). THAT is problematic enough in and of itself.
Had the article been about general cloud gaming in next gen titles it'd be a much better article imho. In that context it would make more sense to go through the potential of general cloud gaming (not just MS's computing model) and talk about its challenges and how MS's approach seeks to avoid them as a compromise and/or where Sony/Gaikai's own solutions fit in and a broader medium-term forecast of where things could go.
Anyhow, the thread isn't really about their article and I've shared my criticisms of it enough as is. It's much more fun to discuss new ideas for this kinda thing.