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Forums - Microsoft - Cloud Processing won't mean a thing for the Xbone

 

The Cloud will...

Significantly improve games 63 12.57%
 
Improve some games somewhat 65 12.97%
 
Might be used well here and there 101 20.16%
 
Merely PR BS 271 54.09%
 
Total:500

ps fan wrote this post=)



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To me, it's another example of Microsoft not explaining things well. People heard 4 times more powerful, instantly thought Microsoft was saying that games would look 4 times better... and called bullshit



Machiavellian said:

Yeah maybe you should stop reading and actually DO it.  Reading about something does not give you practical experience.  I work as a developer on business critical code that are hosted on cloud platfoms.  We run entire business within the cloud.  I know how the technology works very well, what I do not know is how well it will work within games.  There are many different scenerios I can think of that may benefit a game but since I do not develop in those areas they are just ideals.  Most developers know the scene and what the player will be doing in any given moment of their game.  A lot of pre calucations can be sent, processed and stored in memory, thus releaving the CPU/GPU from those task and allow them to concentrate on the immediate input from the gamer.  

You can tell me you have friends who are developers but that means absolutly nothing.  There are many different developers that work on different parts of a game.  Even then, if they have not explored cloud compute, they would be no different from a graphics programmer trying to tell a network programmer how to code against the net.  That whole sentence is a very arrogant statement as if being a programmer immediatly gives you insight into everything without the practical experience.

I have to call this statement out because its one of the big problems with people on the net who THINK they know something without any practical knowledge.

You don't need to be a game dev to know EXACTLY how cloud-computing works.

Have you ever programmed to a platform like Azure or Amazon cloud infrastructure.  Do you even know what it takes to host an entire business on the cloud.  Have you ever coded a game or even an MMO.  Do not tell me about what you think unless you actually have practical knowledge on how its done.  I am not going to sit here and tell you how it will be done just because I develop code.  Without the practical experience, I can only make quesses and even then I would not know if I was on target or not without actually doing it.

There were many developers asked about the whole cloud compute thing and their answers was that they needed to test it.


Well I'm sorry that you are the type of person who needs to do something himself to figure out how it works. Suppose that's why I'm a researcher and not a mechanic.

Don't care if you think I'm arrogant. Fact is you boil down an operation to the least amount of parameters and see where the breaking point is. Not very hard.

~

Edit: Quote tree shortened by TruckOSaurus - Please refer to this post for Quote Tree Guidelines http://gamrconnect.vgchartz.com/post.php?id=5379187



Machiavellian said:

Well, I am a developer but not for games.  Yes, I can only speculate based on my experience working on cloud platforms but not hosted game code which is why I stated I would rather hear from people that DO game code for a living and who would have actual practical experience.  I know, its easy to just grab a part of someone post instead of reading the whole thing which is what people are good at on the net but please read the whole thing.

I make no mention that I know what can and cannot be done.  Instead, I am stating we need to wait for people with that knowledge, who have actually tried to use or are using cloud compute.  I hear the naysayers but I am wondering what they are basing their experience on.  Without experience, its just ramdon noise


1. OP makes the opinion very clear.

2. It's far from a unique opion.

3. Invites arguments to the opposite.

4. You just come and say I (we) have no right to make these claims since we have no experience.

5. You completely ignore the possibility of argumenting against any of the (many) doubts raised by posters in this forum.

Take the above points and realize that there is no outcome for you to be had in this thread. If you're not willing to argue why it will work (TO WHICH WE ARE OPEN!) then kindly leave.



deskpro2k3 said:
I hate how they're using the term cloud gaming and cloud what not. Its just another term for internet.

 

*erm*

Clouds store water... I think it's pretty appropriate. It's more than just a network.



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SvennoJ said:
Machiavellian said:
 

To be honest, who cares if the whole thread believes one way.  It would be different if the whole thread was compose of developers and they were giving their feedback on what they have experience but its not.  Also people seem to be getting confused about the two concepts between Gaikia and Cloud compute.  

When I think about cloud compute, I think about an Application Server or Database.  The game code just sends API calls to the App Server or if its a database you just execute a stored procedure.  The amount of information sent along the wire is very small and can be compressed if need be because the Xi have dedicated hardware for encoding and decoding.  The information can be sent back compressed, and cache in local memory to be fetch by the CPU or GPU.  One of the things that was leaked about the X1 APU is that it can process compressed data directly.  An enterprising developer probably could host a lot of jobs on the cloud platform and just call those jobs just like calling a stored procedure.  The data could be sent way before the player get to those parts letting the local APU concentrate on immediate situations.

Processing compressed data is nothing new though. I was doing it in '96 out of pure necessity, gpu's have been doing it for a decade with compressed textures. It's nice that is has dedicated compression and decompression but the usefulness of a standard compression method for game data is very limited. Within the company I worked for: if zip can make a significant dent on your database, then you're doing it wrong, start optimizing. We rendered and computed directly from compressed data that zip could not get more then 1% of 'air' out of. And compressed at a minimum of 5x better then using a standard compression method on the original data.

It's a trade off. Everything you download and store ahead takes away from available memory for immediate tasks. I've also run into plenty of situations where it was better to do just in time calculations instead of sacrificing memory and bandwidth by pre-storing data.

Plus the server needs to be ready with an instanced copy of your game in memory with where you are. Pretty much running in parallel with what you are doing. To make that efficient (and not run a second game for everyone playing) it will require a lot of resources to make the server side part efficient. Unfortunately it's not so simple as making a few api calls and getting a bit of data back.

it's interesting but a lot more complicated then folding@home and seti search type distributed computing.
Next gen's mmorpg are going to be amazing though :) (I hope)


Just so you know, I read everything you write.



SvennoJ said:
Machiavellian said:
 

Taken out to reduce length of quoting

I wasn't arguing the usefullness of working with compressed data, but the particular use of standardized compression tools as proposed in the move engines. It makes sense for web applications, http requests and responses, form data, etc are terribly wasteful in memory size. It is a lot less useful for binary game data though, especially with properly optimized (or already compressed) data structures.

It's the same vibe I get from the New Orleans platform. An abstract layer build for easily scaleable business web applications. Applying it to games, especially single player games seems a bit of an extra money grab. As if someone came up with an idea to make more money of the Azure platform by offering it to enhance games. Charge developers to use the web hosting, charge players the live gold fee for enhanced single player.

From a game development standpoint it's great to have to have access to an already established widely distributed server network. But the grains themselves still need to be build from the ground up. Developing a fully fledged server side version of the game (which probably can't rely on specific hardware and needs to be ported to the available apis) is a huge undertaking for a couple of enhancements.

8gb ram seems like a lot now (or 5 or 7 whatever is left after the OS) but so was 512mb in 2004 after the ps2 with only 32+4mb available. Yet it didn't take long before developers ran out of memory again. (Remember Bill Gates' famous quote in '81 640kb should keep everyone happy for the next 10 years...)
In my experience ram is always the bottleneck, together with read/write speed. Working directly with bitstream compressed optimized data and letting the processor do some extra work is preferable to sacrificing memory and bandwidth to pre storing too many things.  I don't see it being very practical for preparing light maps or complex animation sequences. More useful for mmo type settings where you offload memory and caching by letting the server keep track of the world and send you the relevant cell data when needed. Yet that's not applicable to single player games that need to keep working when the connection drops.

The first games won't have any memory problems ofcourse, they won't max out the 8 processor cores either. So I wonder what (if anything) they'll show at E3 for cloud computing enhancements in single player games, and whether that couldn't be done locally with a bit of optimizing.

One point I would like to make is that why would you need to send binary data across the wire when you can basically setup your code to execute methods like Stored procedures.  The data that comes back would be compressed of course and can comprise a host of different formats that work best with compression thus easing the burden of data bandwidth issues.

As to the Orleans being a Money grab, well I guess we will have to see.  From the statements MS has made it does not appear they are charging developers for this capability.  I do agree that this is a means for MS to get Azure out there more and to leaverage their platform but what I want to see if it can actually be used for real world game scenerios that could expand your local singleplayer game and its world to something we all have only dreamed about.  Hell, maybe Moleyneux vision for the frist Fable game can actually be realized.  As I remember, the Fable team is making some type of new RPG singleplayer/MMO game which we might see at E3 that could use some of this technolgy and see how viable it is.

I believe people keep forgetting that the CPUS on the PS4 and X1 are not beefy.  They cannot compare to your 4 to 6 core I7 or even an I5.  Also I believe threading with those multiple cores, halfs their clock like it does with the 360 CPU.  Right now I am not sure but I will stay on that one.  You mention the future but the future holds more benefit for the cloud compute platform then fix hardware.  Internet and infrastructure will not remain the same within the next 3 to 5 years and off loading more to the cloud may be fore practical if you can keep your local resources humming constantly on delivering the upfront stuff needed for a game.

I know people keep bringing up connection drops but I cannot remember the last time I experience such a thing in my home.  I have to agree with the Orth guy that the Internet is becoming like electricty where you expect and the expectation is that is always up and running.  Most providers are putting their resources into insuring that this is the case.  There is no doubt that there are problems to any new solution and their probably will be growing pains but I am interested to see when you put a bunch of creative people on the issue, what they come up with.  I would love for the team at Naught Dog to get their hands on this cloud compute and see how they could make it work.



Machiavellian said:

As to the Orleans being a Money grab, well I guess we will have to see.  From the statements MS has made it does not appear they are charging developers for this capability.  I do agree that this is a means for MS to get Azure out there more and to leaverage their platform but what I want to see if it can actually be used for real world game scenerios that could expand your local singleplayer game and its world to something we all have only dreamed about.  Hell, maybe Moleyneux vision for the frist Fable game can actually be realized.  As I remember, the Fable team is making some type of new RPG singleplayer/MMO game which we might see at E3 that could use some of this technolgy and see how viable it is.


For this type of game, cloud computing could have major advantages. I fully concede that. Huge, sprawling, alive worlds - yeah, totally. Much benefit to be had there.

I just don't see how one would cater for those without (good/reliable/any) access to the cloud. It is a logistics nightmare. Therefore, these types of benefits are destined to reside with MMO's (for the foreseaable future).

Can you deny these (simple) points?



Dr.Grass said:
Machiavellian said:

Yeah maybe you should stop reading and actually DO it.  Reading about something does not give you practical experience.  I work as a developer on business critical code that are hosted on cloud platfoms.  We run entire business within the cloud.  I know how the technology works very well, what I do not know is how well it will work within games.  There are many different scenerios I can think of that may benefit a game but since I do not develop in those areas they are just ideals.  Most developers know the scene and what the player will be doing in any given moment of their game.  A lot of pre calucations can be sent, processed and stored in memory, thus releaving the CPU/GPU from those task and allow them to concentrate on the immediate input from the gamer.  

You can tell me you have friends who are developers but that means absolutly nothing.  There are many different developers that work on different parts of a game.  Even then, if they have not explored cloud compute, they would be no different from a graphics programmer trying to tell a network programmer how to code against the net.  That whole sentence is a very arrogant statement as if being a programmer immediatly gives you insight into everything without the practical experience.

I have to call this statement out because its one of the big problems with people on the net who THINK they know something without any practical knowledge.

You don't need to be a game dev to know EXACTLY how cloud-computing works.

Have you ever programmed to a platform like Azure or Amazon cloud infrastructure.  Do you even know what it takes to host an entire business on the cloud.  Have you ever coded a game or even an MMO.  Do not tell me about what you think unless you actually have practical knowledge on how its done.  I am not going to sit here and tell you how it will be done just because I develop code.  Without the practical experience, I can only make quesses and even then I would not know if I was on target or not without actually doing it.

There were many developers asked about the whole cloud compute thing and their answers was that they needed to test it.


Well I'm sorry that you are the type of person who needs to do something himself to figure out how it works. Suppose that's why I'm a researcher and not a mechanic.

Don't care if you think I'm arrogant. Fact is you boil down an operation to the least amount of parameters and see where the breaking point is. Not very hard.


I am sorry you will tell me you know something without the experience to back it up.  You can say anything without practical knowledge.  Why would anyone take your word over someone with experience.  There are plenty of armchair internet people with a little experience here or there acting like they know what they are talking about.  

In order to boil something down to the least amout of parameters you have to know what those parameters are.  When you find out what those parameters are please let me know.  

~

Edit: Quote tree shortened by TruckOSaurus - Please refer to this post for Quote Tree Guidelines http://gamrconnect.vgchartz.com/post.php?id=5379187



Dr.Grass said:
Machiavellian said:
 

Well, I am a developer but not for games.  Yes, I can only speculate based on my experience working on cloud platforms but not hosted game code which is why I stated I would rather hear from people that DO game code for a living and who would have actual practical experience.  I know, its easy to just grab a part of someone post instead of reading the whole thing which is what people are good at on the net but please read the whole thing.

I make no mention that I know what can and cannot be done.  Instead, I am stating we need to wait for people with that knowledge, who have actually tried to use or are using cloud compute.  I hear the naysayers but I am wondering what they are basing their experience on.  Without experience, its just ramdon noise


1. OP makes the opinion very clear.

2. It's far from a unique opion.

3. Invites arguments to the opposite.

4. You just come and say I (we) have no right to make these claims since we have no experience.

5. You completely ignore the possibility of argumenting against any of the (many) doubts raised by posters in this forum.

Take the above points and realize that there is no outcome for you to be had in this thread. If you're not willing to argue why it will work (TO WHICH WE ARE OPEN!) then kindly leave.

1. OP makes the opinion very clear.

making an opinion clear does not mean its well thought out or if the person has done any proper research into their opinion.  Most opinions are set without fulling knowing the subject which makes them weak.

2. It's far from a unique opion.

Not sure if that means anything

3. Invites arguments to the opposite.

Which I have given a lot.  Including links 

4. You just come and say I (we) have no right to make these claims since we have no experience.

Nope, I said you cannot say something will work or not work if you do not actually have the practical experience especially when it comes to something that is unknown.  You can give your opinion and then provide the evidence like any good debator to back up that opinion or you can just throw out your opinion without knowing anything and hope no one calls you out on it.

5. You completely ignore the possibility of argumenting against any of the (many) doubts raised by posters in this forum.

I do not completly igore anything as I have stated that those are real issues.  The key is that I also know that for each issue stated their is a solution as I have mentioned.  In other words if you did not fully read my post then maybe you need to go back and do so.  

Take the above points and realize that there is no outcome for you to be had in this thread. If you're not willing to argue why it will work (TO WHICH WE ARE OPEN!) then kindly leave.

Not only have I argued why it will work but I have given examples.  I have provided case scenerios and I have provided links to how the tech is actually being used today.  If you cannot understand those comments then it probably would be prudent of you to notreply to my post.  If I go above your head then just not say anything.  If my opinion does not satisfy you then remember its an opinion right :)

What I ask of you is if you cannot do the basic research.  Cannot back up your opinion then why even give it.  If all you can say that I have doubts because I do not understand what is going on then so be it but do not act like your ignorance is a means of evidence.