Maybe this has been answered, but who will pay for the cloud computing? The publishers or MS?
Hasn't been answered. A key part of the story when talking about 3rd parties and multiplatform games.
Maybe this has been answered, but who will pay for the cloud computing? The publishers or MS?
Maybe this has been answered, but who will pay for the cloud computing? The publishers or MS?
The gamer eventually.
For whatever reason people seem to assume that console games are GPU bound, but IME many games are CPU limited far more often than being GPU limited.
Maybe this has been answered, but who will pay for the cloud computing? The publishers or MS?
I'm talking about a massive long-running city simulation where the contents evolve over time.Why couldn't they run the calculations and store the results somewhere and fetch that data?
I'm talking about a massive long-running city simulation where the contents evolve over time.
If I check the city's status after 5 hours, I want to see the city's evolution at 5 hours. At 10 hours, I'd expect 10 instead of the results of one hour of simulation stored on a HDD.
One of the common ways to play Sim City is to let it run for a long time to build up money or let the city develop as it may, typically running the simulation at max speed.
A simulation that isn't running the whole time as the player requested isn't a long-running simulation.
Interestingly, the latest game for some players has allegedly negated that by adding an auto-pause to reduce the load on the cloud for a game that does very little on the cloud, much less the simulation.
That, and the game's simulation is so prone to self-destruction and the lack of player saves makes running the game for any amount of time without handholding extremely risky.
whats weird is maybe i misread it but there's a vibe coming out of ms of "our box isn't powerful enough, quick talk about the cloud!"
If you know already, this quickly months before release even, know lack of power is an issue, why didn't you do something about it?
This isn't a reaction to Sony or their hardware. This really is the last new platform they ever intend on making. That explains why want less coding to the metal (devs shouldn't need it with the cloud, other vendors can sell hardware in the future in different form factors).
I don't understand why physics isn't sensitive to latency. You want to see tress start falling down a full second after you've chopped them off? Or stuff running through the ground until the server tells your console "oh no it should have interacted with the ground"?
Unless we're talking about physics in another multiverse I don't think that will work well.
I don't know how often those types of physics effects animate locally, if or they're typically run lock-step with the framerate.
Maybe I'm not interpreting this correctly, but it sounds like you think you can store and apply event and simulation data to every unique player instance across billions of pseudrandom events, millions of different cities with different geography and history, hours to days to weeks of playtime, billions of sequences of actions, and this is a performance and simulation improvement.Maybe a good way to think about what I am saying is say computational recycling. In other words lets say you were letting your city run unattended for several hours, its highly likely that other gamers have created very similar setups and if that data has been stored the info for things like wear and tear, natural disasters and so on could be looked up and then inserted into your simulation at the appropriate times allowing those 5, 10 or 20 hours of simulation to be "simulated" with in part recycled computations.
And this is the real crux of the issue, after Unlimited Detail and Caustic et al we are going to need to see things in action. There's no prize for being a true believer.Really not impressed by that Ars Technica piece, it just sounds like so much handwaving. The idea of bringing 'pop in' to lighting as you await the cloud data is horrible. I'll need to see something much more substantial at E3
I'll believe this anything more than yet another example of 'everything is better in the cloud' bs that I deal with everyday in work.
Oddly the comments on that piece threw up much better ideas than the MS rep such as pathfinding or some sort of AI offload. Lagginess is much less of a concern there as you can write it off as slow reaction times or some such, in fact I dare say it would make AI seem more 'real' than the disconcerting headshot in .001 second you get with some games
It's both smart and the future of gaming anyway so I am glad they are heavily investing in this model.
They designed a balanced machine that is competitive without the cloud for a few yrs, a potential show stopper with the cloud, and eventually can act as s thin client as they move to full on cloud rendering a la OnLive once the infrastructure is there and ready for it (not nearly as far off as ppl presume imho).
absolutely agree
that's why there is so much outrage; they are changing the industry and rather than everyone feeling they are changing it for greed they are changing it for need.
The industry will lose to the mobile devices if not and old school gaming will end up being a retro-niche or a smaller industry than we see now. Ms plans to be off in the wilderness setting new Cloud standards rather than caught flat footed in a shrinking market.
the rest of gamers-only (and I still play every day so technically I am one) will come along kicking and screaming until they get their bottle and see how everything is alright and maybe even better
this is the teething time.
listening to that Engineering talk with Greenwalt showed me they are all in on cloud computing, looking forward to the results
"We're provisioning for developers for every physical Xbox One we build, we're provisioning the CPU and storage equivalent of three Xbox Ones on the cloud," he said (Jeff Henshaw, group program manager of Xbox Incubation & Prototyping). "We're doing that flat out so that any game developer can assume that there's roughly three times the resources immediately available to their game, so they can build bigger, persistent levels that are more inclusive for players. They can do that out of the gate."
It looks like MS is telling devs they'll have 3 times the xb1's resources in cloud computing for every xbox one sold. via OXM UK
Dedicated resources for every dev, but how many devs will actually tap into that. Will the software automatically know how to split the tasks into latency sensitive/insensitive tasks for console vs cloud computing, or would the devs have to explicitly state what gets sent to the cloud? I hope we get some answers at E3 or sooner.