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vivster said:
youarebadatgames said:
vivster said:
youarebadatgames said:

Why wouldn't this be possible on a X1? It wouldn't be unique to it, but it it's running on an X86 PC it'll run on an X1.

They did not specify how this particular demo works with the cloud. I highly doubt that they used cloud servers on the internet and rather had them on site. Since they said nothing about how it worked it might as well just been an interactive video stream that was completely running on cloud servers.

We will know when we see actual results on the X1(which we won't).

Another fun thing would be to know how they would accomodate people without or shoddy internet connection. Will the games suddenly become unplayable when there is a little lag? Will the game just crash or will it offload all the work back to the local CPU?


So you're saying they faked the whole thing?  You're free to believe whatever you want, but the demo was realtime, how do you fake that using an interactive video stream?  That kind of world simulation would take any gaming PC to its knees, and I doubt this simulation was done by hooking up a bunch of PCs together and running it locally.

As to gamers with shoddy internet connection, I don't really give a shit about them, they shouldn't play online anyways cause they fucking ruin my game. That's the price of entry if you want to play MMOs, LoL, SC2, CS, or anything else. Besides, world simulation data like that doesn't look as bandwidth intensive as a full video stream, as your GPU is still rendering the objects, just the physics is offloaded to the cloud.

I never said they faked it. As I mentioned MS is always very careful in not telling blatant lies. They just package it very good.

They never said how it worked. "Cloud computing" is a broad term. PSNow is cloud computing(because it's computed in the cloud and then sent via video stream to the receiving device). Every MMO ever does cloud computing(for the generation of loot for example).

They didn't mention how exactly the cloud was used in this case. So it could be anything and as far from the consumer reality away as possible.

If you had the slightest understanding of how the internet works you would see how delay is a huge issue when trying to stream realtime data. Be it video or cloud computed data chunks. It doesn't even matter how good your internet connection is. Sudden delays affect anyone. (just do a ping to 8.8.8.8 for a while and see how delay and jitter effects even you). So what happens when there is a sudden traffic burst in your area and the delays become huge for a second? Will your game break because it doesn't get the necessary data from the cloud fast enough or will the fps absolutely tank to 2fps because the CPU has to take over the work of the cloud processors?

MS has to accomodate for everyone and everything if they plan to use these features.


I can't remember the last time I had packet loss in any of my online games, and even if I did I'd just lag out and go to a different server.  Online games have been dealing with shitty internet connections for a long time.  Why would you want to keep playing an online game if your internet sucks?  Get it fixed or play something else.  I don't blame any companies for my shitty internet, and I play one of the most lag/packet loss sensitive games out there (quake) where I can feel a difference between 30mg and 70ms ping.

You're making it sound like lag and packet loss is super gamebreaking when people were dealing with it since 1996 on 56k modems.