Scoobes said:
Thanks for the info. I still don't see how this will be feasible, even with stuff that's less latency dependent like lighting if the users' net connection is poor. If the connection lags then are we going to have issues similar to texture pop-in but for lighting/fog/fluid flow? Are these things going to suddenly appear in all their glory as we play? As for the last part, perhaps MS will make it an optional extra for users with Gold subscription? |
I think that MS, as usual, was deliberately vague, and that 3X XBone power available thanks to the cloud will be justifiable in some ways, that obviously cannot be the raw computing and graphics power. For example that offloaded computing and the statements quoted by nikosx could mean that the cloud will allow single player games to have larger worlds, like MMOGs, with their remote parts being active, managed in real time in their evolution and ready to be loaded as the player approaches them. I agree too that MS tech can't solve the lag problems and this will limit the viable applications of cloud, but strictly speaking they'll be able to say that in some contexts that 3X power can be considered true. Obviously, with enough local storage, a client machine, be it a PC or a console, can manage vast worlds of any size, but the parts of those worlds that can be kept active at any time are necessarily smaller and depend both on RAM available and CPU computing power, while GPU power limits, and will limit using cloud too, the part of world that will be visible at any time and with what detail, cloud can't change it as lag problems would be unacceptable. In some aspects the claim is obviously stretched, in others it can really extend the console's capabilities, although in ways not different from any other server based solution, except that the cloud can be implemented, and scaled up when needed, a lot more cheaply, and using a lerger number of small nodes spread around the world, lag will be lower than using few central servers. But lag will always limit the possible applications, this won't change even when internet connections get faster, their lag will still remain orders of magnitude higher than latency in communications between the internal components of any single client.







