kitler53 said:
don't downplay the cloud.
"We're provisioning for developers for every physical Xbox One we build, we're provisioning the CPU and storage equivalent of three Xbox Ones on the cloud," he said. "We're doing that flat out so that any game developer can assume that there's roughly three times the resources immediately available to their game, so they can build bigger, persistent levels that are more inclusive for players. They can do that out of the gate." ~microsoft.
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I realize you're trying to make a point, but i fail to see it.
If I make 300,000 servers available to developers. Servers that we have no clue as to their technical specifications, each server may offer 3x the power of an Xbox One.
I'm sorry, I worked in an environment where we routinely used client/server applications through HTTP. These weren't systems that spoke to the servers through a single hop, these were systems that encountered latency and existed in remote environments. The company had tried putting more power into those remote locations, which they could do, at greater expense, but ultimately they relied on web-based applications.
We had applications that were running several million transactions per second running on servers less powerful than a smartphone and they were responsive as well. I'm sorry, but I've seen it. I've done it. I know it's possible. What I haven't seen first hand is off-system rendering, but Nvidia's example via off-the-shelf hardware was impressive.
Not to mention, but what do you really think most of your smartphone apps are? Do you honestly think a GPS application is running 100% locally? Unless you actually have a GPS unit, GPS applications rely on remote systems in order to provide your route data and directions.