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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
Dr.Grass said:
pr3st00 said:
disolitude said:

Man Xbox One must be one big piece of sh%t.

For everything they announced about it so far, there is not a single aspect that posters at VGchartz don't have any issues with and can see as a positive.


In the other hand, Gaikai is great.

I don't think anyone said Gaikai was great(?). There are so many straw-man arguments happening it's just ridiculous. People lost faith in this idea after Onlive evaporated into nothingness.

Also, there's quite a big difference between a streaming service and cloud computing, so no-one's comparing the two.

The main reason for the excitement regarding Gaikai is the sheer volume of classic games that will be available. I think you have to be a complete non-gamer to NOT get excited by that.

Now if you take the above stance as "Sony fanboy" then I don't know what to say.

I don't know why we "gamers" are so skeptical and resistant about new concepts, even though we are in general techie enthusiasts. I completely understand the current limitations of cloud computing, and I'm also one of the guys who believe it's still not feasible today, but people laugh at anything MS say in this regard. Someone has to do the first step if we need to  get somewhere, like in the early days of 3D games full of glitches or even now with motion controls. I don't like kinect and I can't think of any games available today which could change my mind, but I admire the concept and it's inheritent potential.

And no, I don't think that what you said is "fanboyism", since it was full of reasonable arguments. Unfortunatelly, this is not the case for most of the other comments in this site.



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Dr.Grass said:
Machiavellian said:
Dr.Grass said:
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?

If this is good for MMOs with millions of players, why would this not be good for regular Singleplayer games.  Games work today over the net just fine.  You have companies like Gaikai and Online doing game streaming.  Why exactly would cloud compute be any different.  People who play their MMOs expect those games to be up and running all the time and in most cases they do.  One of the key advantages of MS cloud tech is that its highly redundant.  Meaning that if one node goes down you have three to take up the slack with no down time.  The only thing that would make this not viable if your internet service is bad which I admit is the case for a lot of areas.  Even then, developers can get around high bandwidth and latency but prefetching their compute work based on the bandwidth and latency of the individual connection.  This type of work is done all the time with MMOs and multiplayer games.

What the developer would need to do is to think more ahead in design.  Since they know eactly what the player is doing at all times, sending multiple Jobs to the cloud to prepare a scene should not that that much work.

The negatives that people mention is that this would mean that games are tied to MS services and thus if you leave the network you basically leave your game.  This is true and a good concern but then again is it any different from PSN or Steam where each service give you benifits to entice you to stay on the service.

If you can't figure that out all by yourself then I think I've been wasting my time with you.

I'm dead serious.


Yep, the type of answer I expected.  Its a common answer when someone does not know the answer.  Its a common way people debate on a subject and do not want to say things that might show they do not know what they are talking about.  Since you only hilighed one part of a paragraph where I give examples it appears you are either not willing or cannot debate a point but instead you want to go the high ground with nothing to stand on.  Thanks for playing and leave such topics along if you are not sure on your position.



I don't think MS is talking total crap when they say they can drastically increase the power of the console using the cloud.

But as of right now, its more PR speak than practical IMO.

I think if the world had a significantly better internet infrastructure then Cloud computing would be beneficial to the level MS are currently claiming. But that infrastructure just isn't there. Certainly not in 3rd world countries....and I would argue even in most first world countries.

I see latency, bandwidth and generally unreliable internet connections as the biggest issues here. ESPECIALLY LATENCY.

Not to mention, companies have not proven they can use cloud computing for gaming consistently yet. Most companies just mess it up.

Also, people like to talk about MS's cloud computing capabilities and its Azure platform...but this is mostly used for Saas and IaaS type applications. None of which are really bandwidth intensive or latency dependent. These things become major issues with games.



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Shinobi-san said:

I don't think MS is talking total crap when they say they can drastically increase the power of the console using the cloud.

But as of right now, its more PR speak than practical IMO.

I think if the world had a significantly better internet infrastructure then Cloud computing would be beneficial to the level MS are currently claiming. But that infrastructure just isn't there. Certainly not in 3rd world countries....and I would argue even in most first world countries.

I see latency, bandwidth and generally unreliable internet connections as the biggest issues here. ESPECIALLY LATENCY.

Not to mention, companies have not proven they can use cloud computing for gaming consistently yet. Most companies just mess it up.

Also, people like to talk about MS's cloud computing capabilities and its Azure platform...but this is mostly used for Saas and IaaS type applications. None of which are really bandwidth intensive or latency dependent. These things become major issues with games.


Exactly, good post. I am looking forward to anything MS will show us what they really wanna do with the cloud but by now it is totally unclear what they are trying to do technically. I said in several posts that this is especially also a problem with Gaikai but I think most people don't understand what we are talking about because they are "only" gamers which is, to me, perfectly fine but as people who know what they are talking about we have reasonable doubts on the whole topic.

Furthermore Sony and MS will get hate if their solutions don't work but it is not them to blame but the customer's internet connection.



I don't think there are any games that are currently available that blend local and cloud processing, which is what MS are claiming here. This is why people are claiming BS.

Gaikai, Onlive stream the game and relay your control input. Nothing is being done locally.

With MMO's and always online games, game assets are loaded locally but simply hosted on a server. This is completely different than using cloud computing for physics and realtime computations and rendering etc.



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walsufnir said:
Shinobi-san said:

I don't think MS is talking total crap when they say they can drastically increase the power of the console using the cloud.

But as of right now, its more PR speak than practical IMO.

I think if the world had a significantly better internet infrastructure then Cloud computing would be beneficial to the level MS are currently claiming. But that infrastructure just isn't there. Certainly not in 3rd world countries....and I would argue even in most first world countries.

I see latency, bandwidth and generally unreliable internet connections as the biggest issues here. ESPECIALLY LATENCY.

Not to mention, companies have not proven they can use cloud computing for gaming consistently yet. Most companies just mess it up.

Also, people like to talk about MS's cloud computing capabilities and its Azure platform...but this is mostly used for Saas and IaaS type applications. None of which are really bandwidth intensive or latency dependent. These things become major issues with games.


Exactly, good post. I am looking forward to anything MS will show us what they really wanna do with the cloud but by now it is totally unclear what they are trying to do technically. I said in several posts that this is especially also a problem with Gaikai but I think most people don't understand what we are talking about because they are "only" gamers which is, to me, perfectly fine but as people who know what they are talking about we have reasonable doubts on the whole topic.

Furthermore Sony and MS will get hate if their solutions don't work but it is not them to blame but the customer's internet connection.

I don't think what MS is talking about is similar to Gaikai though?

Gaikai is plane old streaming. If you gave good bandwidth, a fast internet connection and decent latency you can do gaikai.

But when half your game needs the cloud to function....then thats a different case i think.



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Shinobi-san said:
walsufnir said:
Shinobi-san said:

I don't think MS is talking total crap when they say they can drastically increase the power of the console using the cloud.

But as of right now, its more PR speak than practical IMO.

I think if the world had a significantly better internet infrastructure then Cloud computing would be beneficial to the level MS are currently claiming. But that infrastructure just isn't there. Certainly not in 3rd world countries....and I would argue even in most first world countries.

I see latency, bandwidth and generally unreliable internet connections as the biggest issues here. ESPECIALLY LATENCY.

Not to mention, companies have not proven they can use cloud computing for gaming consistently yet. Most companies just mess it up.

Also, people like to talk about MS's cloud computing capabilities and its Azure platform...but this is mostly used for Saas and IaaS type applications. None of which are really bandwidth intensive or latency dependent. These things become major issues with games.


Exactly, good post. I am looking forward to anything MS will show us what they really wanna do with the cloud but by now it is totally unclear what they are trying to do technically. I said in several posts that this is especially also a problem with Gaikai but I think most people don't understand what we are talking about because they are "only" gamers which is, to me, perfectly fine but as people who know what they are talking about we have reasonable doubts on the whole topic.

Furthermore Sony and MS will get hate if their solutions don't work but it is not them to blame but the customer's internet connection.

I don't think what MS is talking about is similar to Gaikai though?

Gaikai is plane old streaming. If you gave good bandwidth, a fast internet connection and decent latency you can do gaikai.

But when half your game needs the cloud to function....then thats a different case i think.

 

no but the technical concerns are mostly the same: you don't know of the connection the customers have. gaikai will also greatly depend on latency. but it is nothing sony can calculate with. ms and sony can only provide a "service", build up data-centers, make contracts with peering-partners but can in no way influence the experience for customers.



walsufnir said:
Shinobi-san said:

I don't think what MS is talking about is similar to Gaikai though?

Gaikai is plane old streaming. If you gave good bandwidth, a fast internet connection and decent latency you can do gaikai.

But when half your game needs the cloud to function....then thats a different case i think.

 

no but the technical concerns are mostly the same: you don't know of the connection the customers have. gaikai will also greatly depend on latency. but it is nothing sony can calculate with. ms and sony can only provide a "service", build up data-centers, make contracts with peering-partners but can in no way influence the experience for customers.

I agree. But my point here was that Gaikai is a stand alone service. Its not an integrated part of the game.

And in that regards it's completely different from what MS was talking about "with cloud Xbox One will have 40x more power than 360...etc."

Edit: Its both Cloud computing but one is pretty much straight forward streaming (very normal, we all know about this) - Gaikai. And the other is offloading CPU and GPU tasks to the Cloud and then have the results be returned and integrated with local processing - MS's cloud solution.

Im not saying MS wont have a similar service to Gaikai but I'm specifically addresing the claim that cloud will ultimately increase processing performance.



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SvennoJ said:
Diablo 3 is not a good advertisement for enhancements by cloud computing. It was a big downside to the single player gamer. There is a crack out now that let's you play the game off-line.
Same with Sim city. Let me save, burn the city down, restore. And instead of bigger cities, you get a fraction of the size to play with compared to previous games.

I think it's a pipe dream. I still have regular connection hick ups and only a choice between bandwidth capped cable or max 5 mbps phone line. And no plans whatsoever to bring fibre here. Maybe in 10 years things will be better, and hardware will be a lot cheaper to actually have a single player mmo running for a million players on day 1 without problems.

Btw Fable pipe dreams can easily be done locally, all you need is a hdd. Updating world stuff for the time you have been gone is nothing new either. The scope can be much bigger with cloud computing, yet the bigger the changes, the bigger the download size as well. Personally I would prefer to find my world back the way I left it when I pressed save, but that's just me. (Keep it synched with the character's time frame)

Let's continue this discussion after E3 with hopefully some actual examples.

I will say the problem with Diablo and Sim City is the same thing that has been happening with most game developers when they attempt to institute the net within their infrastructure.  They only provision for a base load and not over provision just in case they find themselves getting more users then expected.  These type of growing pains happen all the time with MMOs when they first come to market.  Its definitely an issue that MS must get right on the first run or get hit with a ton of negative feedback like the Sim City fiasco.

 

Once the developers get the servers up to meet demand, then those issues go away.  As for MS, it appears that they might be ready at start with their servers because it appears they are providing more than is needed at the start so the experience might not be the same.

 

As for Fable pipe dream, I do not see any RPG game even attempting that kind of persistent dynamic world today. From Skyrim to Witcher or even MMO type RPGs like Guild Wars 1/2. I do not believe the problem is as simple as using a HDD to store the world since that would not have been something Stopping Peter and his dream or any particular RPG today.  How many CPU cycles will you take away from the game to process and maintain the game state as things like planting a tree or destroying a village starts to impact the global world around you.  The best case would be MMOs in such a scenario and this could be something we might see with Lionhead new game.

 

Personally I would like to see the game world change with the actios I perform.  If I kill a village.  If I come back to that village later, I would like to see it overrun by monsters, or nature has taken over and now the bodies are decompose and the homes are taken over by overgrowth.  I would think the world would be much more alive if your actions actually had some impact to the point where unpredictable things could occur.

 

I do agree "Let's continue this discussion after E3 with hopefully some actual examples."



Machiavellian said:
SvennoJ said:
Diablo 3 is not a good advertisement for enhancements by cloud computing. It was a big downside to the single player gamer. There is a crack out now that let's you play the game off-line.
Same with Sim city. Let me save, burn the city down, restore. And instead of bigger cities, you get a fraction of the size to play with compared to previous games.

I think it's a pipe dream. I still have regular connection hick ups and only a choice between bandwidth capped cable or max 5 mbps phone line. And no plans whatsoever to bring fibre here. Maybe in 10 years things will be better, and hardware will be a lot cheaper to actually have a single player mmo running for a million players on day 1 without problems.

Btw Fable pipe dreams can easily be done locally, all you need is a hdd. Updating world stuff for the time you have been gone is nothing new either. The scope can be much bigger with cloud computing, yet the bigger the changes, the bigger the download size as well. Personally I would prefer to find my world back the way I left it when I pressed save, but that's just me. (Keep it synched with the character's time frame)

Let's continue this discussion after E3 with hopefully some actual examples.

I will say the problem with Diablo and Sim City is the same thing that has been happening with most game developers when they attempt to institute the net within their infrastructure.  They only provision for a base load and not over provision just in case they find themselves getting more users then expected.  These type of growing pains happen all the time with MMOs when they first come to market.  Its definitely an issue that MS must get right on the first run or get hit with a ton of negative feedback like the Sim City fiasco.

 

Once the developers get the servers up to meet demand, then those issues go away.  As for MS, it appears that they might be ready at start with their servers because it appears they are providing more than is needed at the start so the experience might not be the same.

 

As for Fable pipe dream, I do not see any RPG game even attempting that kind of persistent dynamic world today. From Skyrim to Witcher or even MMO type RPGs like Guild Wars 1/2. I do not believe the problem is as simple as using a HDD to store the world since that would not have been something Stopping Peter and his dream or any particular RPG today.  How many CPU cycles will you take away from the game to process and maintain the game state as things like planting a tree or destroying a village starts to impact the global world around you.  The best case would be MMOs in such a scenario and this could be something we might see with Lionhead new game.

 

Personally I would like to see the game world change with the actios I perform.  If I kill a village.  If I come back to that village later, I would like to see it overrun by monsters, or nature has taken over and now the bodies are decompose and the homes are taken over by overgrowth.  I would think the world would be much more alive if your actions actually had some impact to the point where unpredictable things could occur.

 

I do agree "Let's continue this discussion after E3 with hopefully some actual examples."

I think your mixing up scenarios here.

MMO's (or any online game for that matter) dont really use cloud computing to improve the game itself....as far as im aware that is.



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