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Metallicube said:
I don't see how such a thing is possible, and even if it is, I wouldn't want it. Suppose I'm playing a game that requires connection to the cloud service and my internet craps out? This whole cloud gaming thing, I really don't like. Seems to me like it's just another step towards taking even more control from the consumer.

And where the hell do they get this 40x more powerful from such an ambiguous thing as cloud gaming? Sounds to me like MS is in full damage control mode. I don't buy it, MS..


Cloud gaming is great in theory, essentially the game can be rendered on a powerfull server (Which can be constantly expanded to improve graphics.) then distributed to players much akin to an interactive video stream, it's really the *only* way a console can ever hope to keep up to a PC's power and graphics, especially this generation as all 3 consoles are pretty anemic from a hardware perspective.

However, the major downside is of course latency and bandwidth, here in Australia for instance most Publishers/Developers ignore us in regards to servers, we usually have to do 300-500ms jumps to the United States to do anything, in the best case scenario we might get a 150ms connection to a Singapore server in Asia.
Then if you have a Datacap, expect it to chew through it, Streaming a AAA game that's rendered on a server isn't exactly light usage on a download cap.

The other downsides is that essentially it can become another form of DRM, restricting when and where players can play and if Microsoft ever closes down the Live! service for the Xbox One (Which isn't entirely impossible, they closed down the Origional Xbox's online services, I expect the same thing with the 360 eventually.) then gamers are going to be left with free drink coasters and a game they can't play.




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