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Forums - Gaming - Xbox One cloud is 'one area console has advantage over PS4', says Avalanche tech lead

Madword said:
sales2099 said:
VGKing said:

The PR speak is beyond annoying at this point. If you want to know how exactly cloud computing will be used in the XBox and if it is even feasible, I suggest you read this Eurogamer article on the subject. Do you research and form your own opinions.

http://www.eurogamer.net/articles/digitalfoundry-in-theory-can-xbox-one-cloud-transform-gaming

You know this stuff can be feasible further in the life cycle right?

Yes but were talking long term here... maybe 10+ years at the earliest... the internet isnt mature enough, and the connections not fast enough. Of course MS will have replaced the unit by then.


Your gonna keep blaming the internet....



 



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The amount of data sent for computation would be miniscule for these tasks and probably compressed heavily anyway. The current infrastructure is more than capable of running the service, it works right now guys so stop trying to make excuses. Will it be capable of providing a huge boost remains to be seen but the average internet connection speed will not be the barrier, that much you can guarantee.



Where I'm from in the US (where most game consoles are sold) 15 Mbps costs $50. That's if that speed is even available. My parents get .6 Mbps. I know bigger cities have more availability for it but tere's still a lot of people who have slow Internet. If you get 50 Mbps or more I'd say you're in the top 5% of Internet speeds (just a guess). But nevertheless both cloud computing and cloud gaming will be lost to most people.

Als, both Sony and Microsoft probably have the ability for cloud computing and cloud gaming with Sony having the upper hand in gaming and Microsoft having the advantage in computing. I think both methods with soon play major roles in gaming, maybe not until mid/end gen for the majority but eventually will be major game changers.



Skeeuk said:

well it should make a difference with online only games where you log into the game client, in small managebale ways it could prove usefull. but that means the game is tied constantly to a connection


guess what... i think people focus windowis to narrow. mmos are always connected.  im hoping it works and ryse has a mag level multiplayer.  now that would be awesome



Cloud is just another term for internet. Who are these jerks fooling?



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Zizzla_Rachet said:

Your gonna keep blaming the internet....

Lol because thats the key point... i.e the connection you have matters... its an internet service.

If people really believe that moving a process that takes millisecond is going to be faster moved to a cloud, so be it. But I feel pretty confident you wont see any real benefit in single player games using this tech. Having been heavily involved in Citrix/Terminal Services/Clusters and data servers in the past, I feel confident in making that prediction. Happy to be proven wrong, but when a large majority of the internet disagrees with you, people can say its Sony fans causing trouble... but at the end of it all, if Sony had made the prediction their console will be 40x faster because of the cloud, i would have said the same thing.



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Madword said:

Lol because thats the key point... i.e the connection you have matters... its an internet service.

If people really believe that moving a process that takes millisecond is going to be faster moved to a cloud, so be it. But I feel pretty confident you wont see any real benefit in single player games using this tech. Having been heavily involved in Citrix/Terminal Services/Clusters and data servers in the past, I feel confident in making that prediction. Happy to be proven wrong, but when a large majority of the internet disagrees with you, people can say its Sony fans causing trouble... but at the end of it all, if Sony had made the prediction their console will be 40x faster because of the cloud, i would have said the same thing.


They're only saying 4x because of cloud. It's 40x more powerful than 360 with cloud with 10x being from the physical architecture. Just wanted to point that out.



Akamai's numbers are more flawed than the Ookla numbers, akamai uses data they collect from their servers(sites that use their servers are included)

Ookla's numbers comes directly from us -the user - which means that ookla's numbers represent our speeds more than Akamai's numbers.

More info: http://www.zdnet.com/speed-data-explained-why-akamai-seems-so-slow-7000014805/

http://publicpolicy.verizon.com/blog/entry/how-broadband-speeds-are-measured-a-teachable-moment



People stop being a lord of truth, let's wait to see if it will work well as MS claims or not. I hope it works well.

L'm not against something new, if it really works as MS is claiming, it will be a big advantage for consoles in the future, because they won't be limited due to their non-upgradable hardware.



Madword said:
Mmmfishtacos said:

But why even do it this way. Why not use the cloud power to completely render the game and stream it to your system. Gaikia could do it, and it would mean it could be more powerful than anything on the market for years to come.

 

Rendering of graphics/displays is already done using onLive, and even application services like Terminal Server and Citrix, unfortunately as onlive has shown (and anyone who uses terminal services/citrix) its just not fast enough yet for high quality graphics. But in terms of data, graphics is certainly a higher bandwidth than small amounts of processed data.

The data is actually easily a lot more then a lossy compressed video stream.

For example it could be great for animating large AI crowds all with individual behaviour.
Let's say 2000 npcs running around, dead rising / dynasty warriors style. All need position updates with orientation, speed vectors, animation state. Let's say you can get that down to 16 bytes per npc after compression and stick to 30 fps, equals 7.3 mbps just for that.

A detailed lighting map for a HD game, or volumetric fog for a large area is not just a little bit of data. The lighting map can be downloaded in advance, but don't you want your fog, smoke explosions, fluids to move, huge amount of data. And even with lighting there are better real time solutions available now that take all dynamic lights into account as well. We are finally getting rid of pre-baked lighting, and now we're going to bring it back? For example, how is it going to work with destructable terrain?

It's great for non realtime calculations that you download in the background like level generation or procedural terrain as long as you don't allow the player to move too fast.
It would be awesome if you could draw a track on a google earth map and the server distributes that job to create a detailed custom made real world race track in a few seconds, then download that track in half a minute and go.
You could talk to NPC's with Kinect, the server does advanced speech recognition and natural language processing and synthesizes a human like voice with custom responses. That's definitely a very expensive task with low data transfer. Pretty difficult to make though.

Anyway the bandwidth is a bigger issue then the latency for most things.