EpicRandy said:
2) Cloud processessing is use with things that could run async so latency should not be and issue. An explosion could be calculated at the moment you throw a grenade or lauch a rocket so at the moment of the explosion you will already have the data to process it. Think about it this way: the worst latency scenario someone can experience withcloud processing is the best case scenario he may hope with a service like Playstation Now. Because PS now is totaly dependant of latency, cloud processing isn't. 3) Games will not look nor play different than they do right now. |
1 - PSNow, stupid as it may be, is a proven concept that has worked before. Besides, streaming any steady video content is just a basic primarily one-way street (only thing going upstream is control entries).
2 - Async = meaningless. Think about it, if you cause a large physics event, and it creates a new environment in process as a result, then you bounce/interact at close range for more destruction of those elements (or a vehicle is driving through it, secondary explosion, wind/water impacts, etc) then it needs to be as syncronous as possible or the immersion will be completely blown. Besides, you're talking about something slow like a grenade or rocket, how about a big tank shell that will take .1 seconds to travel from your gun to the wall when you press the button? And a second shell fired right after that one by a teammate into the same wall nearby? Requiring debris from both events to be calculated against each other for collision detection/new physics results.
3 - Then what's the point? To spent an asston of cash and put ridiculous resources to something that has little tangible benefit?
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I'll say it again, for a series of super premium online-only titles, it would make more sense for Microsoft to begin installing a next-gen 'Xbox' server base that streams the ENTIRE game to you, 100% of everything cloud side processed. As long as you have a decent connection with low ping, you have something FAR better than trying to run a game calculated in two vastly disparate environments and then stitching it back together on the fly.