djskribbles
Legend
I'm pretty sure that he's doubting that cloud computing can be as helpful as you were suggesting.
Is it really that hard to imagine. Let's say a game is significantly compute bound, ooo like say the BF series. Of the compute tasks required for the game 15% can tolerate some latency. That 15% can happen in the cloud. The 15% decrease in compute may lead to 5 to 30% improvement a graphical performance depending on how bound the game was.
Is it really that hard to imagine. Let's say a game is significantly compute bound, ooo like say the BF series. Of the compute tasks required for the game 15% can tolerate some latency. That 15% can happen in the cloud. The 15% decrease in compute may lead to 5 to 30% improvement a graphical performance depending on how bound the game was.
For multiplayer games on dedicated servers, you can (and do) do that anyway (within limits, due to the BW and latency limitations impacting opportunities for things like physics calculations). That's not really cloud computing as extolled, nor anything new. The question is what cloud computing can add to the local experience by taking local workloads off the local machine's hands. If nothing can be added in that regard, and the only advantage of the platform is for online multiplayer games, then the answer to the thread question is effectively 'no'. Remote gaming and dedicated servers (both of which could be run on MS's platform) are two different uses of remote computers to cloud computing.For multi-player games...
Moving locally hosted multiplayer to servers, whether distributed across servers in a cloud configuration or with dedicated boxes per game, is online hosting and not cloud computing augmenting consoles.When you're looking at multiplayer games that would otherwise be designed for running on host machines (as with most current games and iirc even the new PS4 Killzone) then moving work to the cloud could have a huge impact on scope and quality.
Feel free to start a discussion on what dedicated servers and online multiplayer advantages/changes there are. I consider that a discrete topic. Everything you have talked about can be achieved with static online servers, so isn't unique to cloud computing. Cloud computing can offer a cost advantage for such online servers, but that's a top of server economics and not cloud compute.And while server side processing is most certainly not something new, an automatically scalable resource based on a particular game's needs at given time...If we want to keep this discussion based on single player games that have no multilayer elements then the above doesn't warrant further discussion here - although this thread is better than any other to host that discussion afaics
Moving locally hosted multiplayer to servers, whether distributed across servers in a cloud configuration or with dedicated boxes per game, is online hosting and not cloud computing augmenting consoles.
Feel free to start a discussion on what dedicated servers and online multiplayer advantages/changes there are. I consider that a discrete topic. Everything you have talked about can be achieved with static online servers, so isn't unique to cloud computing. Cloud computing can offer a cost advantage for such online servers, but that's a top of server economics and not cloud compute.
Cloud computing isn't limited to single player games. You could have, for example, a server computing GI lighting for a dynamically deformed world, and sending that lighting info to each player. However, if your doing that server side, one may as well shift the whole game computation to the server, at which point it become server-based gaming and not cloud computation.
The Xbox One has a virtualized GPU.
http://www.brianmadden.com/blogs/br...ktops-apps-and-xbox-games-from-the-cloud.aspx
Let me do a consideration: if really the cloud compute thing is useful in improving realtime graphics, than Microsoft would have done a tech demo on it. Instead, the only thing we got it's Drive Avatar, which is great, but it's not realtime graphics. So, it may help the game overall, but i don't expect too much from the "power of the cloud".
Using just the Xbox One hardware, Microsoft engineers showed off a concept application that mapped the orbital velocities of 40,000 asteroids from Mars to Jupiter. The effort required roughly 10 times the computing capacity of any of the current generation of consoles.
By tapping into the scalable cloud computing capability available to the Xbox One, the console scaled up to calculating 300,000 asteroids at once. Orbits were tracked at roughly 500,000 updates per second, creating an impressive visualization of the potential that off-site servers bring to bear on Xbox gaming. Real world applications of the Xbox One’s cloud connection could result in near-infinite and persistent worlds within games.
Sounds a bit like that, but judge for yourself. My rough translation for the non Germans:it can be an error in transaltion
maybe he's only referring to multiplayer support offloaded to their server, and if you want to multiplay you must be a gold
Since months MS emphasizes that the XB1 doesn't use only the power within the console, additional oomph should come from from the so-called cloud in external data centers. An interesting approach, but one which requires an internet connection. Since online services are usually coupled to Xbox Live gold membership on the XBox, the question arises if also the cloud is reserved to MS' premium members.
Talking to John Bruno, lead program manager of the XBox Live service, CBS digged deeper and wanted to know: Do only gold members have access to the cloud?
Bruno had difficulties with a clear answer and explained that cloud calculations are primarily employed in connection with multiplayer games. Multiplayer modes are in turn restricted to gold members, hence it is "technically correct", that the cloud service is coupled to a gold membership.