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Machiavellian said:
1) The streaming games are 720p@30fps due internet restrictions... to 1080p@60fps you will need a internet that 99% of the users in the world haven't yet.
I do not understand what you are saying. Netfix MS video service and many more can stream a 1080p compressed video, why would MS not be able to steam the game in 1080p at 30FPS. Who said they needed to steam at 60FPS??
2) The issue with Cloud computing never was the server... I said Azure can have billions servers but your internet won't change.
are you sure about that because I am old enough to remember using 2400 baud modems to connect t the net. Even when I went to DSL and experience 200ms pings with 1.2 down. Now today you get fiber, and most major cities have 100mbs down or better. Simes like the net is changing.
PS. MS already said every Cloud based game will works without internet WITHOUT CLOUD... the exceptio is for the online multiplayer.
I believe you are not understanding what I am saying. I am talking about MS using their Cloud services like GaiKai to render the game video and send it to the client. In such a scenerio, you have to use the cloud all the time. There is nothing stopping MS or a developer for going down this route where internet connection is required. It would not be any different from playing a MMo or a service like Onlive.
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Ok... here we go.
1) OnLive official response (and sorry my mistaked... they stream games at maximum 720p@60fps).
"Today we have a target of 720p at 60 frames per second. The nature of the codec means we sometimes soften things a little bit depending on the state of the network. But if you give us a bigger pipe we can go to 1080p, do 3D. At the backend we already have the technology to do this. At the front-end it’s all down to the networks."
http://onlivefans.com/news/onlive-is-capable-of-1080p-and-3d-but-networks-apparently-are-not/6104/
The servers can do 1080p@60fps and even 3D but the Network that I'm using "internet connection" can't.
2) The latencies never changes... what changed is the internet spped... now you can transfer a lot more than your old modem... but you know latencies is caused by how much time a data package needs to go from a point (server) to another (cliente)... It is physical distances... like a Server here in Brasil have a better latency for me (that lives in Brasil) than a Server in US.
I think that is a point because Xbone won't be available in all countries at launch... to archive the lowest latency possible they need to have a server more close possible to the user home... so they needs servers distributed in each country that Xbone will be release.
I made a test now for you...
My Work Machine to Google Severs: 130ms (Google is the fastest server response I have here... but it is not a dedicated gaming server)
I don't have the Azure IP server do make test but Digital Foundry stated that anything bigger than 100ms won't work for gaming cloud and I agree.
http://www.eurogamer.net/articles/digitalfoundry-in-theory-can-xbox-one-cloud-transform-gaming
And I will added to graphic processing they will need something below 50-40ms... that's almost impossible with the actual world network infrastructure.
For a comparison... the Killzone 3 controlls lateny is 6ms (the time you command in controller leaves to be processed by console in a offline simple-player campaing).
3) Like I said the World Internet Network doesn't support 1080p@60fps streaming for games... and the NetFlix uses a high compacted video that at the end the quality of 1080p is worst than a 720p offline video (or even worst)... five a look at the YouTube 1080p quality... for games you need better quality after all... so the streaming is way more massive (more data transfered by second).