SvennoJ said:
Machiavellian said: Removed for sanity
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Yes, I get where the cloud computing, or rather distributed rendering comes in. (essentially an sli setup but on seperate servers) Once you're rendering on the server you can distribute it as much as you like with all kinds of exotic and new rendering techniques. (Although having 4 servers rendering at full capacity per 1 client is no way to stay in business) However it has the same drawback as Gaika, added lag from input to end result. There is no direct feedback possible as the client has to send the input to the server to receive the corresponding result much later.
I'm trying to think of ways how cloud compute can increase the performance of games without introducing lag. Basically anything the user can manipulate with an immediate effect (view point, interactions with the world and npcs) has to be handled locally. Their idea of using it for a surveillance station is something that works, not time critical. The server can make beautifully ray-traced custom made cut scenes, all party members present in their correct outfits. (Assuming you have enough bandwidth not to get ugly compression artifacts) Other then that I don't see how you can get away with cloud based rendering without sacrificing response time.
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I agree that cloud compute at this point in time cannot be leverage for things that are immediate to the gamer without sacrificing something. It will be a challenge to see how developers can combine the two techs from the local resources to the cloud. I really do believe that in 2 years we will see a lot of innovative schemes that combine the two to produce something we have not witness today.