| kitler53 said:
i don't think that's true. the point of the cloud based service is you have servers that are waaay more powerful then anything an end user could buy. at work i run off a similar type service for web delivery of software. my tech is ~4 years old and waaay better than anything a ps4 could hope to be. the point of a cloud service is that you can get better performance for less cost by taking advantage of a lack of down time. it is kind of like a co-op. you operate your console for a few hours a day while it remains off for the other ~20 hours. if 6 people pooled their money together (4 hours of time dedicated to each person) then you could buy something a heck of a lot more powerful without incurring additional cost. this is the basic principle one how cloud services make money and why they can provide really power stuff you could never dream to buy on your own. |
I agree. My point was made off of Sal's graph:

See how Gakai is managing current gen graphics at a 50ms Game pipeline using specific server hardware? That's what I was referring to. It's also pulling it off at 30fps compared to Onlive's 60fps (option or enforced I'm not sure).
The example of your workplace, is it referring to server clustering, failover and load balancing? If so, I'm still sure there is some sort of quota system to guarantee a level of service, over which the server cluster can't exceed, and that is dictated by the general HW performance of the nodes. imho the current tech is limited to 50miliseconds latency until the servers are upgraded (which will cost balls). In other words, I think my point about current gen graphics is still tangible. Probs they can't pull it off just yet and need to wait for a generational jump in server performance. IDK, you tell me you work in the field :]







