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ethomaz said:

Machiavellian said:

As stated, you can actually google about using Azure to do raytrace work or other graphical intensive work.  I use Pixar as an example of the work that can be done in the cloud for graphics.  Also what you forget is that MS can easily scale the output to the conditions of the work needed.  In other words they can scale the graphics to go untra deep for making a movie like UP or they can scale down the rendering for making scenes for a game which would not need as much graphical grunt.  This is the flexibiliy of MS cloud solution which gives it a huge advantage in doing stuff of this nature.

What you did not understand from what I stated is that MS can do EXACTLY what GaiKai do but it can ALTER the rendering engine of a game to do more intensive graphical features like Raytrace.  The data would be compressed into a video stream and send it to the client machine.  This can be done today and it has been done.

No. MS can't... they have one limitation... Internet... that won't change even if MS put 1 trillion servers to run.

The quality of Gaikai for stream graphcs is way below a console render... you can do that but the result won't have the same graphical level than rendering in real-time in your console.

A constant 5Mbps internet connection can't hold a 720p@30fps streeming game with a hell of compreension * you know video compreension means less quality? *.

Again Internet won't change even MS create a pool of zillions of servers.

You keep talking about the internet being the limitation but why does Online and Gaikai work???  You make a statement as if conditions are set in stone.  You make assumptions while dismissing this demo MS just did which the OP mention.

The reason Gaikai is low is because they do not have the infrastucture to scale the game better than medium settings on a decent PC.  Gaikai runs the game just like you would run it on your home PC with the equipment you have.  GaiKai send you the video of that setup and the reason the game does not look like a top end PC is because they are not running top end PC settings.

MS Cloud compute is not constrained by this limitation because MS cloud compute does not run a game instance but instead runs the game code.  MS cloud compute can off load the rendering pipeline of the game to the cloud and process that data using different rendering techniques and steam that data back to the client using H264 or any other video compression scheme.  

Its not the vidoe compression thats the problem with Giakai, its that the games are running at Medium to low PC settings and the quality of that image is the result.