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ICStats said:
Machiavellian said:
ICStats said:
Machiavellian said:
ICStats said:

nVidia has some very powerful servers with lots of Kepler boards and they are great for professional rendering for movie studios, who can afford to pay $20K+ for these things to improve productivity.

I don't think MS have GPUs in their cloud.  Xeon CPU's designed for cloud don't even have embedded graphics.  Even though one or two cores on a Xeon server may have quadruple the power of the Xbox One CPU, it's actually not enough to draw much graphics.  The XB1 can render far more graphics on it's own.

We shall see.  There are a few things that can be done, but not very impactful IMO, and take a lot of developer effort.  I mean, I'm a graphics developer.  If you asked me to come up with any ideas for using the cloud for graphics I could give you some, but if you asked me if I think it's a good idea I would say no way.

Devs will use the cloud for what is a good fit, not try to do something weird which would break the game if you had spotty connectivity or an offline user.


You do know that you do not have to have a GPU to render graphics.  Also a lot of new graphical features can be easily done using CPU compute.  Using thousands of CPUs in the cloud to perform those calculations is called cloud compute.  Also Intel Xeon chips actually do perform graphics calculations and from a little research their E3-1200v3 chip is built off theire Haswell design.  Even AMD offers graphics processing with their Server Opteron chips.  Its a misconception to believe that Nvidia has the only option or that their solution is the only one that can be leverage.

The thing is you are limiting your thinking to what is done today.  Thats actually being very narrow in your perception.  New techniques are being developed every moment and there probably will be plenty developed using cloud compute.  I see a lot of pontential in this space because I have seen throughout my years how fast cloud based tech has improved.  Now that companies like Intel, AMD, Nvidia and MS are leveraging their skills in this area mean we will start to see a lot of innovative ways cloud compute can expan this space.

You just don't realize how weak CPUs are at 3D rendering compared to GPUs today.  Think hundreds of times slower.  I could go into more detail but I don't think it's your area of expertise.

Plus I'm not talking abot the all time future potential, I'm just talking about the current solution.  If MS says they have 3X the CPU power of the XB1 in the cloud, then that is not thousands of CPUs in the cloud.

I believe you are not getting how a cloud based compute system would work.  I believe you are getting confused with how Playstation Now works compared to what MS is doing. 

Here is an example of what Intel has done with Wofenstien a few years ago.

http://www.extremetech.com/gaming/24860-23754-revision

This is taking just the rendering engine for the wofenstien game and running it in the cloud.  This can be done with many different parts of a game where the developer could leverage such a setup and if you include the size and capability of Azure, MS should be able to deliver around the world.

The thing is, technology is moving at a pace most gamers have no clue about.  Companies are not goining into this space because the cloud cannot handle it.  Instead they are rushing into this space because it is a gold mine and the company with the big pockets probably will be the one to come out on top.  This is not future pontential, its todays solution because most companies that saw this coming was already investing in it like Intel and MS.  MS did not just wake on the release of the X1 and thought about a cloud based compute infrastructure.  They have been working on this since 2005.

You seem to not have any idea of the economies involved here.  Plus I'm not arguing that it's impossible, I'm arguing that it's not what MS have suggested.

If you listen carefully you would hear that demo from Intel was running on 4 larrabee equipped servers.  Intel now sells Xeon Phi cards like that.  They cost thousands, and draw 300 Watts of power each.  Far too expensive to build and operate.  Just because it can be built, doesn't mean it can be done economically and be a "goldmine".  Cloud compute is very elastic, but it isn't free.  Xbox Live Gold would have to be 10 times more expensive to pay for that.

Also your example is just like Playstation Now - it's a game fully rendered in the cloud and streamed to the client as a video.  He mentions the client is a "thin client", ie. it's just something to display the video.  Same as Sony will stream PS Now to Vita TV, smart devices, etc. because all they need to do is display a video.

 You don't need a $500 Xbox One console to play Gaikai or OnLive on it.


@Bolded: Do you understand that since 2009, MS has spent more than 4 billion on their datacenter.  At this point in time MS has more than a million servers around the world making them second to Google.  Just in the last 2 years MS has spent more than 2.5 billion on building their cloud infrastructure.  It seems pretty obvious to me that MS is spending the money in this space.  As for them using Intel knights Landing, Corner or even their Xeon Phi, who knows.  Also who knows how their investment will be funded but then again there are many ways to go about that.  Breaking even on revenue compared to server cost could also be their option depending on what their goal is to get developers using their servers.  I will not waste to much space speculating as there are many creative ways to tier up a system like this.

I know exactly what the demo was running, I read that article a while ago and I have also kept up with Nvidia and AMD solutions as well.  What I am telling you is that MS has put the money in the infrastructure and they also have built the platform which is Orleans which they also have spent over 3 years building to support their cloud compute platform.

As for the demo being the same as Playstation Now, yes and no.  Yes the entire game is running server side but how its run is totally different how Playstation now operates.  Playstation now run the whole game in the cloud, compresses the output and send it to a supporting device.  In other words, its one instance of the game running on one PS3 type server.  The Intell demo has 2 different parts of the game running in the cloud.  There is the one server instance of the game that send data to the second instance that is the rendering engine.  In other words, the rendering engine for the graphics is running totally separate from the main engine.  This would be the case if this was running the main instance of the game on the X1 while the rendering engine is running server side.  You could even have one host instance in the cloud that syncs up with the client instance of one to many X1 systems.  This way a lot of data does not have to be uploaded just the position of the user at and what they are doing.  The host instance can then just send the revelant pieces of code to process over the cloud for multiple servers to process the scene.  The rendering engine in the intel demo is actually using cloud compute as it takes the scene and split it up into 32X32 or 64X64 pixels and distribute the work amoung each of their servers.  Each machine will finish the one frame and send back the data to the client machine.

This is just a graphics demostration but the same could be done with other parts of a game like AI, lighting, environmental effects.  Also the cloud is greate for other rendering techniques like point rendering, voxel rendering.