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[Bit-Tech]Xbox One Developers Claim Triple The Computing Power Using Cloud - Page 2  

post #11 of 45
Cool...when will Sony implement the same thing?

In all seriousness though, if MS claims are true I certainly don't see anything that the Xbox can do that the PS4 can't do...other than having more powerful local hardware that is.
post #12 of 45
And what happens when Microsoft decides to take the servers down after the release of the next xbox?
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post #13 of 45
Quote:
Originally Posted by Tsumi View Post

And what happens when Microsoft decides to take the servers down after the release of the next xbox?

Well if a developer designs a game with cloud usage in mind, that game will likely not function anymore unless someone makes a server emulator like people are attempting with MMOs like SWGEmu. On the other hand, if said developer ignores the cloud and only develops for the hardware's capabilities, you'll be fine.

So I'm currently in wait and see mode with a strong lean toward ignoring Microsoft this generation(much like XBox Live made me do last generation).
post #14 of 45
Quote:
Originally Posted by Tempest001 View Post

I'm curious as to how this will affect people with data caps. What I'm understanding from this is that 3/4 of your game will be streamed live to your console. Much like watching netflix or youtube, etc. wouldn't this quickly use up available bandwidth? Especially since you would be constantly downloading these 3d textures and physics instead of a consistent and predictable code like a movie or tv show? Can anyone elaborate on this? I don't have a data cap, but to me it's a factor that seems overlooked.

The latency limits it to stuff the player can't alter much, so while they're saying 3x it's only 3x in certain situations...For example, if you wanted weather close to the real world weather going on around you, but keep in mind all of the stuff it does is going to be optional stuff like that...No sane developer is going to go "I assume everyone has 5Mbit/s upload".
Quote:
Originally Posted by Artikbot View Post

The idea is not bad in concept. But it is bad in execution. Most of use have crappy DSL connections that drop every now and then, most of the times don't even reach 10Mb/s throughput, or even worse, are stuck with less than 1Mb/s upload speed.

It's like trying to drive a Ferrari Enzo on a gravel rural road. It won't end well.

I've got a good internet connection and I still only get 0.8Mbit/s upload usually. It's the latency that limits it too.
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post #15 of 45
"Cloud computing" is such horsecrap. We have had "cloud computing" for almost 20 years. The first games played online through a dedicated server were "cloud computed". When EverQuest was released in 1999, it was "cloud computed". So the Xbox now has dedicated servers. Great, its about bloody time.

All this talk of remote computational power is just damage mitigation. After the abysmal launch event, Microsoft, and these developers are trying to protect their investment. If you truly believe that "cloud computing" will somehow give you better graphics, or better physics. Then you have no idea of how these things work.
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post #16 of 45
Quote:
Originally Posted by Tempest001 View Post

I'm curious as to how this will affect people with data caps. What I'm understanding from this is that 3/4 of your game will be streamed live to your console. Much like watching netflix or youtube, etc. wouldn't this quickly use up available bandwidth? Especially since you would be constantly downloading these 3d textures and physics instead of a consistent and predictable code like a movie or tv show? Can anyone elaborate on this? I don't have a data cap, but to me it's a factor that seems overlooked.
Depends on what they're streaming...Obviously textures will be on the console, so maybe everything else besides sound/textures/main assets.

Average internet speeds over the world

http://royal.pingdom.com/2010/11/12/real-connection-speeds-for-internet-users-across-the-world/
Hmm 4.6mb per second? Not sure how well that would do.

I have nothing to worry about though. rolleyes.gif
http://speedtest.net/result/2738669438.png
Edited by paulerxx - 5/29/13 at 3:47am
post #17 of 45
Quote:
Originally Posted by paulerxx View Post


I have nothing to worry about though. rolleyes.gif
http://speedtest.net/result/2738669438.png

You would if the cloud server is more than 150 miles away though, latency is the big killer of cloud computing.
post #18 of 45
Have peolpe here not played Co-Op is boardlerlands, Halo, or Gears over Xbox Live? How do you think each console manages to maintain the same AI between the two? For anybody who already has Xbox Live, this is a non-issue.

Now imagine if instead of running the AI from the host's Xbox and using precious resources, if instead they had one of the virtual xbox's handle that, and maybe even some rudimentary physics as well, then leave the instant low latency computations to happen on the consoles.
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post #19 of 45
Quote:
Originally Posted by OwnedINC View Post

You would if the cloud server is more than 150 miles away though, latency is the big killer of cloud computing.
Consider I live less than 20 miles from NYC/Newark...I think I'll be fine.
post #20 of 45
Quote:
Originally Posted by Tehrawk View Post

"Cloud computing" is such horsecrap. We have had "cloud computing" for almost 20 years. The first games played online through a dedicated server were "cloud computed". When EverQuest was released in 1999, it was "cloud computed". So the Xbox now has dedicated servers. Great, its about bloody time.

All this talk of remote computational power is just damage mitigation. After the abysmal launch event, Microsoft, and these developers are trying to protect their investment. If you truly believe that "cloud computing" will somehow give you better graphics, or better physics. Then you have no idea of how these things work.

and then they talk about how cloud computing will lead to performance increases-even after watching services like OnLive fail pitifully
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