COKTOE said:
The skepticism surrounding Microsoft's claims of boosting the Xbox One's performance by 4x via their cloud solution is well founded, and laid out in fairly easy to understand terminology in the Eurogamer article. Give it a look. |
The ones that take my curiosity are Avalanche Studios
http://www.videogamer.com/xbox360/just_cause_2/news/xbox_one_cloud_is_one_area_console_has_advantage_over_ps4_says_avalanche_tech_lead.html
The Eurogamer Article comes from ArsTechnica... which in no way says MS approach with their 4X claim is BS
One guy says exactly what I think of all of this...
"The way I understood it (or rather how I would design it), is that the xbox1 is capable of doing the calculations in real time all on its own, but that means that it is running at full CPU usage all the time when adding in all the other calculations being performed. This can work, but is inefficient, wastes power, causes excessive wear on the components, and generates excessive noise and heat. The ideal thing to do is take a portion of the calculations, run them on a remote server where they will finish far faster, and then load the results into memory, so that some of the load can be removed from the console CPU.
In order to figure out which calculations to off load we need to categorize the calculations. Obviously some calculations can never be offloaded because they are direct reactions to your controller input (running, shooting, driving, etc.), and then some calculations can be cached because they never need to be recalculated (terrain, menu animations, cut-scenes, etc.). Then there are calculations whose initial conditions are variable, but whose variability is fixed over a short time frame; stuff like room/terrain lighting, or weather conditions, or NPCs walking around a market. Calculating the room shadows, or how the sun hits a waterfall cannot be done ahead of time if a game has an open structure and a day/night cycle. However, once the initial conditions are set (time of day, wind, rain, etc.) they are going to change according to an algorithm (or several algorithms), and that means that they can be precalculated by a remote server.
So the best way to think about this remote processing thing is not that the graphics quality is going to jump up and down, but that the CPU/GPU fan will be able to slow down/turn off more often which will actually improve immersion.
Keep in mind that this is just how I would design it, but I would be surprised if the engineers at microsoft didn't come up with a similar approach."
This is what I understand of it all but will wait for MS to explain more in depth at E3 or after...








