SvennoJ said:
Machiavellian said:
You are thinking about the solution wrong. The developer knows where you are at, what you are doing and where you are going at all times within their game. A lot of stuff can be sent to the cloud before the gamer ever gets to a specific location, perform a specific action. That info can be sent to the Cloud to be process and streamed back to the user in advance. Depending on how the developer create their environment and host an instance of their software in the cloud, a lot of complex calucations can be performed which do not require a lot of data streamed to the local machine. Hell, this is not something new. You can take the predictive Google search as an example.
Also another way to take care of latency is to have your game synced with the cloud server. Both are running an instance of the game or pieces of it, where the cloud service can stream just that bit of info back to the local client.
As an example, think of a game like the latest Assasin Creed. When you are on the island and walking through a jungle. All of the environmental effects can be offloaded to the cloud. Wind, Sand blowing, fog, you name it. Local things that the user interact with can be done client side.
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I'm very skeptical about your examples for cloud enhancements.
First of all it's pretty expensive to run an entire instance of the same game for every single player game being played out there. All the predictable things can be precalculated at compile time and put ont he disc, no need for cloud. More importantly if you look at the specs for NVidia cloudlight, even the most basic light map enhancements are already pushing the 1.5 mbps recommendation MS set for cloud features. (http://www.ppsloan.org/publications/Crassin13Cloud.pdf page 8 table 2) Offloading volumetric fog and blowing sand for a 1080p game is a lot more data, it soon becomes less expensive to simply send the whole game image over a 5mbps h.265 stream, since you're running a game instance in the cloud anyway.
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I believe you forget that MS already stated that every X1 game gets a dedicated server for free in which the developer can use as they please, Second is the cloud base platform Orleans that MS has developed. Orleans allows pieces of code to run server side called grains. These grains can be replicated so that multiple servers can operated on that piece of code. Also those grains can be operated anywhere in the world an computed locally to a datacenter where the gamer is located. This is how MS plans to tackle the cloud compute and its a platform they have been building for over 3 years. Also, you really only have to have one server run an instance of the game and send pieces of code to other servers to process those results and send to the console. Think of the main dedicated server as a traffic controller where it direct multiple cars to different paths.
So using Orleans, pieces of code that run server side can be crunching parts of a game constantly. If done correctly, the server side code can already have the piece of code completed since a lot of stuff will not really change if processing environmental effects and just streams that info to the gamer console when they reach a certain area. The info can be streamed in advance so its ready once the user gets to that section.
Gamers have to stop thinking about the cloud rendering a scene instead of just performing calculations. Even rendering a scene can be done by using similar techiques like Gaikai/Playstation now.
This stuff is how distributed cloud services work today and really not that new. The thing is, its new for game applications which is why such services will take time as developers work out different solutions for how their game work.