By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Microsoft - Microsoft shows off potential power of the Cloud at BUILD

Soleron said:
If people with an internet connection get a better experience than those without on a single-player game, something is very wrong.

Nothing about this is wrong about it ... The issue here is power. It can be solved by just buying multi GPU setups or getting some render farm instead of just streaming. 



Around the Network

This is complete gaf. Don't believe it until you actually see it, people. And people need to stop thinking this is "exclusive" to the Xbox One or something. This is just file streaming from an external storage device. The technology is not there yet, and thus developers are not going to utilize it. Even MS have said that the only thing they can successfully stream in-game is AI. It's not even worth bothering about. It's a gimmick that MS are hyping up.

 

Again, don't buy into it until you've actually seen it at play.



Lafiel said:
TimCliveroller said:
I tell you this: If Gaikai and Onlive is/was/is possible, why ...

The difference is, that Gaikai/Onlive processes everything inside the render farm and sends a video stream to the user, the users device sends back the control inputs.

The system used here is supposed to handle individual tasks in a game, like lighting or physics, while the rest is handled by the machine at home. Synching up these tasks with what is processed at home sounds quite hard, as in a 30fps game the frame has to be ready after 33.3ms and in a 60fps game after 16.6ms, as many users are on an internet connection that fluctuates between 20-100ms.

Suppose one is acceptable from a latency point of view (as certain individuals insinuate). It is quite resonable to belive that a system that is not super bandwidth-hugry (and not extremely latency-bound) would work. If those streaming services work (and from my personal experience - they work acceptably) why wouldn't a "service" (that should in theory be less demanding) work? By the way... multiplayer gaming and latency...



Ex Graphics Whore.

Wow, the guy who said look at all the people saying this won't be working until the next Xbox got moderated? Seriously?



"Everything in the environment can be blown apart"

*Shots go right through a ball*



Around the Network

I'm skeptical. Frame rate drops aren't that bad on consoles without the cloud right now.



TimCliveroller said:
Lafiel said:
TimCliveroller said:
I tell you this: If Gaikai and Onlive is/was/is possible, why ...

The difference is, that Gaikai/Onlive processes everything inside the render farm and sends a video stream to the user, the users device sends back the control inputs.

The system used here is supposed to handle individual tasks in a game, like lighting or physics, while the rest is handled by the machine at home. Synching up these tasks with what is processed at home sounds quite hard, as in a 30fps game the frame has to be ready after 33.3ms and in a 60fps game after 16.6ms, as many users are on an internet connection that fluctuates between 20-100ms.

Suppose one is acceptable from a latency point of view (as certain individuals insinuate). It is quite resonable to belive that a system that is not super bandwidth-hugry (and not extremely latency-bound) would work. If those streaming services work (and from my personal experience - they work acceptably) why wouldn't a "service" (that should in theory be less demanding) work? By the way... multiplayer gaming and latency...

The Onlive system is very obviously more robust. Video streaming (that's what the internet connection is mainly used for here) is something that has been done for decades and if there are connection difficulties (lags/packet drops/what have you) the user might experience input lag or the video stream might have artifacts etc, but the processing is totally uneffected by any of that.

The system MS proposes on the other hands might lead to serious bugging/crashing, if tasks arrive late or get lost/corrupted and the programm can't handle it.



S.T.A.G.E. said:
I'm skeptical. Frame rate drops aren't that bad on consoles without the cloud right now.

^

I remember seeing this on PS4 https://www.youtube.com/watch?v=zPnwmsTokso

Plus they said they were using high end PCs so they should be way more powerful, this doesn't seem right.



So the secret sauce is real afther all?



Lafiel said:
TimCliveroller said:
Lafiel said:
TimCliveroller said:
I tell you this: If Gaikai and Onlive is/was/is possible, why ...

The difference is, that Gaikai/Onlive processes everything inside the render farm and sends a video stream to the user, the users device sends back the control inputs.

The system used here is supposed to handle individual tasks in a game, like lighting or physics, while the rest is handled by the machine at home. Synching up these tasks with what is processed at home sounds quite hard, as in a 30fps game the frame has to be ready after 33.3ms and in a 60fps game after 16.6ms, as many users are on an internet connection that fluctuates between 20-100ms.

Suppose one is acceptable from a latency point of view (as certain individuals insinuate). It is quite resonable to belive that a system that is not super bandwidth-hugry (and not extremely latency-bound) would work. If those streaming services work (and from my personal experience - they work acceptably) why wouldn't a "service" (that should in theory be less demanding) work? By the way... multiplayer gaming and latency...

The Onlive system is very obviously more robust. Video streaming (it's not much different) is something that has been done for decades and if there are connection difficulties (lags/packet drops/what have you) the user might experience input lag or the video stream might have artifacts etc, but the processing is totally uneffected by any of that.

The system MS proposes on the other hands might lead to serious bugging/crashing, if tasks arrive late or get lost/corrupted and the programm can't handle it.

That is a problem for them to solve, and there will be limitations (obviously); but putting everything into perspective - the infrastructure is not (will not be) this huge problem people try to make it seem. Maybe I just have "the best internet" in the world (come to think about it - this is a possibility).




Ex Graphics Whore.