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[//build 2014/Youtube] Microsoft Cloud Gaming Prototype (you definitely wanna see this) - Page 11

post #101 of 109
lol what's inside that "High-End" rig they used in the video ? A Pentium4 tongue.gif
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post #102 of 109
What happens when you have a lot of users trying to use the same system? I'm betting you're eventually going to run into the same problems as peak traffic hours with shared data connections (and brown outs, rush-hour, etc...).

How does "don't play your favourite game between 7-10pm if you want a good framerate" sound. I don't like the idea very much. It's kind of like using the bus, you get cheap transportation, but your potential uses are limited.

I'll keep running my own system thank you very much.
My understanding is that physics is one of those things that does scale well with more cores, so as soon as we have hardware and software designed to work together specifically for this purpose, it shouldn't cost a whole lot extra to achieve similar results.
post #103 of 109
Quote:
Originally Posted by ILoveHighDPI View Post

What happens when you have a lot of users trying to use the same system? I'm betting you're eventually going to run into the same problems as peak traffic hours with shared data connections (and brown outs, rush-hour, etc...).

How does "don't play your favourite game between 7-10pm if you want a good framerate" sound. I don't like the idea very much. It's kind of like using the bus, you get cheap transportation, but your potential uses are limited.

I'll keep running my own system thank you very much.
My understanding is that physics is one of those things that does scale well with more cores, so as soon as we have hardware and software designed to work together specifically for this purpose, it shouldn't cost a whole lot extra to achieve similar results.
You wont have to worry about that.

The reality, only small, arbitrary things will ever be offloaded to "the cloud."

You'll just have to pay a subscription fee to play those single player games.

Enjoy! thumb.gif
 
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post #104 of 109
Until the day where we can all have amazing 1ms ping connections regardless of location comes, this concept will be a terrible flop. Then again, if we don't strive to get stuff like this out there, providers will have little reason to invest and upgrade our connections.

We can't have such demanding and amazing content because we can't have amazing connections because we don't have demanding and amazing content.
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post #105 of 109
As much as I like both the Xbox One and PS4, there's no denying that in this generation, the PlayStation 4 will always have a hardware advantage. (There's no replacement for displacement)

Even if Microsoft where able to leverage the ESRAM to bridge the gaps between DDR3 speeds and GDDR5 speeds, the Sony Playstation will always have 384 more stream processors.

Even if Microsoft where able to leverage to Cloud to gain a significant advantage, there'd be nothing to stop Sony from doing the same thing. In addition, you'd only be able to see the benefits while connected online.
Edited by M3T4LM4N222 - 4/6/14 at 7:47pm
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post #106 of 109
This will only help MMORPGs.
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post #107 of 109
Quote:
Originally Posted by Shadow11377 View Post

Quote:
Originally Posted by Vagrant Storm View Post

I have a feeling that their cloud server was on a LAN. There just is no way real time physics calculations can be done with 50ms+ ping. If they are...then that is a much more interesting topic than the what they are talking about and it is positively wasted on gaming.

No, it can easily be done.
Explosives placed in building by client... triggered to detonate by client.. 50ms later, the building begins it's collapse as if it were triggered by the processing machine, only with a slight initial delay.

As for how this affects real-time interaction with it.. it'll most likely suck. I hope they keep this stuff tied to factors that do not alter core gameplay, and only do it for background scenery crap.

A path blocked off by physics destruction debris could suck really bad for anyone with some lag (200ms), running through something and then getting ported back and seeing it blocked off by debris would be worthy of a rage quit.

The only trouble with that bomb scenario is that then it isn't real time...it would almost be...prerendered. Sure the initial bomb could be preconfigured, but then if you launched a rocket at the building as ruble was falling...it would have to take 50ms to tell the server it needs to change it's calculations and take 50ms for the application to learn of the new calculations. Meaning that it would have be set in stone once it started happening like a prerendered scene or else be 100ms behind real time. If that is what they are doing...they might as well just put a cut scene in.

And at 50 ms...it might actually work, but I think that wold be the extreme limit. The lag would probably only be noticeable to those with a discerning eye. However, no one is guarantied a 50ms ping. As the ping time increases...it would only get worse. I think it would get useless at about 100ms since a fifth of a second of lag is an eternity when discussing explosions (200ms round trip).


Though I do feel like there is potential here, but on a LAN and not over the Internet. It would be awesome if a game would have some "Core install" files that you could put on other PCs or even phones and tablets in your house. Then when you are playing the game on your main rig you could have other PCs around helping add some extra physics eye candy, but then we are probably looking at a max of 10ms...that should be playable. Though this should only be done IF the developers managed to actually make full use of the local resources first. If there are any idle cycles on local CPU...nothing should be offloaded.
Edited by Vagrant Storm - 4/7/14 at 1:12pm
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post #108 of 109
Quote:
Originally Posted by Vagrant Storm View Post

Though this should only be done IF the developers managed to actually make full use of the local resources first. If there are any idle cycles on local CPU...nothing should be offloaded.

this.

resources may be finite, but they are also wildly underused and VERY few games ever make a decent attempt at using all of the cores/gpus/ram.
fix one problem before introducing another... oh, and i don't own a single windows live game, m$ rolleyes.gif

and this whole concept is pointless imo, games are never going to the "cloud," they're simply becoming mmo's.
/m$'s lame attempt to reinvent the wheel
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post #109 of 109

SimCity 2013? Didn't I just see you do this a while ago?

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