I would assume 'yes'. There's no advantage in showing a different engine but it'll discredit MS if it leaked that it wasn't the same. So why take the risk? The demo was how many objects could be communicated over the cloud.
Lz compression looks like it might be used in conjunction with the cloud. interesting read, probably will be taken down by nervous mods
http://www.maxconsole.com/news/XBOX%20360/Cloudgine-is-Microsoft-s-secret-Xbox-One-sauce-RKSID00000000000000001723.html
Dude - censoring that would be unfair as it'd be protecting your reputation.Lz compression looks like it might be used in conjunction with the cloud. interesting read, probably will be taken down by nervous mods
http://www.maxconsole.com/news/XBOX...Xbox-One-sauce-RKSID00000000000000001723.html
While the details about 3GBs of textures in 16 MBs RAM, so 6 GBs fits in 32 MBs ESRAM, are laughably naive.
If you're transferring enough data across a network in a realtime game situation to require LZ compression, then you're transferring too much data... Latency will screw up your game.in reality how useful would LZ be for games over a network?
Anyone know more about this?
UE running in the cloud?
https://twitter.com/gofreak_ie/status/469586990510661632/photo/1
Or it is streaming? I do not understand..
I think Halo 5 (or 6) is running on the cloud as well. the debris from the spaceship in the footage could in no way have been done on an single xbox 1 in realtime.
But how will that scene play when your xbox is not connected? Will it use less debris particles? Or will it show a recorded cutscene?
I think Halo 5 (or 6) is running on the cloud as well. the debris from the spaceship in the footage could in no way have been done on an single xbox 1 in realtime.
But how will that scene play when your xbox is not connected? Will it use less debris particles? Or will it show a recorded cutscene?