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"The Power of the Cloud" - what happened?

If cloud computing will be as important and brilliant as we are told I pity the people with poor internet connection. There should be a warning on the boxes.
 
There is no benefit from cloud computing that MS can claim is exclusive to the Xbone anyway, even the 3DS could use these features. It's not like these services are expensive either. The question really is whether you want to compromise the reliability of your gameplay to try and do something worth a damn.
 
Posts like these will be fun to look back on in a couple years.

The past year has affirmed all the things the skeptics were saying. So you're betting the coming 2 years will change that? What has changed? Why would the next 2 be different from the last year?
 
The past year has affirmed all the things the skeptics were saying. So you're betting the coming 2 years will change that? What has changed? Why would the next 2 be different from the last year?

because we have an actual game being developed around it. let's wait for Crackdown.
 
In multi-player it exists because the time for server to player is better than player to player and for syncronization. It would really depend on what AI because a optimistic 30ms ping means you are 1-2 frames behind. At 100ms you are 3-7 frames behind and that can be significant. Doing it for a single player game seems less sensible. You're accepting more lag for 'better' AI. It just doesn't seem like a better solution.

I'd be very interested to know what sort of response times you think typically exist in games today, to create AI that you don't scream "that's bullshit!" to. You think believable AI reacts to your input in 3-5 frames? That would come across as an instant "button reading" response in pretty much any game. A single light jab in Street Fighter is on screen for about 12 frames, how often do you see people react to that?

AI would have PLENTY of time online to process the situation, and respond long before even the fastest of comparable humans could.

Any sort of cloud calculated 'effect' would need something like that to hide the transaction. Like a huge dust cloud then playing the calculated animation. But couldn't you just can 7 animations and run one at random? You could even can it based on a few variables. You wouldn't have to worry about the latency of the transaction exceeding the 'hiding' effects runtime.

It wouldn't need anything to hide it. Why would that be the case? The calculation would be completely invisible to you. Your screen only draws the result. It's no different from how the same sort of scenario would happen locally, only that the player would need to not be essentially kissing the target (it's gonna take a bit of time to get the result ready).

The reason you may not want to precompute thisis simply that it may just have too many different variables. Maybe the structure is player created in the first place. Maybe after shooting it once, you can shoot what remains again, thus multiplying all the scenarios you need to precompute. Maybe there's 100 different structures. Maybe one structure can collapse onto another. Etc.

The key though, is one is just piping up controller input piping down video directly. A easier conceptual problem than finding a computing problem that can be broken up in a way which is agreeable to small outgoing pipes, latency, network traffic variability, and peak load. The set of problems that are agreeable are small and not super impressive. So the results will be small and not super impressive.

Yea, they're different solutions to different problems. The PSNow stuff is a lot easier to conceptualise, because it's simply "what we do offline, but online". I don't think games should be designed with cloud utilisation as a targeted bullet point (and I'm worried about Crackdown for this reason), but there are probably some very interesting uses waiting to be discovered. My point in that paragraph though, is that you can't compare latency and bandwidth requirements to something like PSNow, as what needs to be transferred for a cloud enhanced game is likely to be much smaller than a constant 720p video stream, what needs to be updated will almost certainly be less time critical than character movement, and what needs to be processed won't have the constant overhead of running an entire game at all times. It's completely incomparable.

If cloud computing will be as important and brilliant as we are told I pity the people with poor internet connection. There should be a warning on the boxes.

I pity the people with poor internet connections regardless. Gaming is already a fucking disaster for anything non-Nintendo in that case.
 
From what I can tell it was ninety percent bullshit from the start. A bunch of knowledgeable people here and across the internet gave what i thought were good explanations for why most of what Microsoft was promising was bs, but people kept believing the MS hype machine.

This. I cant believe people are still defending Microsoft. It was nothing but PR talk.
 
Collectively it's been so laughed off for gaming that I'm back to being annoyed with it as a business buzzword. None of this is magical. It's a modern day FTP server. What today's services do is an awesome job of taking out any of the handling in the middle of "upload one place download a different place". They do a damn good job of that now, mind you, but I miss the days of having nerd cred for running my own server so friends could transport their homework around without carrying a bunch of damn floppy drives.

XBL and PS+ are the same but for entertainment value they have to make it sound cooler. The idea of downloading a "driveatar" sounds way more awesome than downloading a spreadsheet file to plop into the game's AI algorithm, even though that's all you're doing. Seeing a warning message left by other players sounds awesome but it's really just a text file with coordinates the server sends you.

I love how almost precisely 2 years ago at the XB1 reveal that everyone said "just wait a few years!". And here we are again. Can we agree to just check back in another 2? Let's talk about this again when your average internet user has access to a gigabit connection and a tiny ping. Wondrous things can surely be done if you don't have to limit your data and your latency is only equivalent to a frame or two, and there's so much free processing time around the globe that it can all be done on demand.
 
Hey, you were saying it was BS that they "could" do these things.

Where the hell did I say that? And please, for the love of God, don't tell that me that Microsoft formed and revolutionized server side rendering and processing and the world never heard of such a thing before they talked about it....
 
I'd be very interested to know what sort of response times you think typically exist in games today, to create AI that you don't scream "that's bullshit!" to. You think believable AI reacts to your input in 3-5 frames? That would come across as an instant "button reading" response in pretty much any game. A single light jab in Street Fighter is on screen for about 12 frames, how often do you see people react to that?

AI would have PLENTY of time online to process the situation, and respond long before even the fastest of comparable humans could.

100ms vs 30ms delay has a perceivable impact on game play for SF4 to SC2 to LoL.

As for SF, you do know people react to jabs. so all the time? Right, I'm not on crazy pills here? being half of a jab behind would have game play consequences?

It wouldn't need anything to hide it. Why would that be the case? The calculation would be completely invisible to you. Your screen only draws the result. It's no different from how the same sort of scenario would happen locally, only that the player would need to not be essentially kissing the target (it's gonna take a bit of time to get the result ready).

The key benefit is that unlike canned animation; a cloud one could render something that accounts for player variables. But you have a lag sending the data up and receiving the data. You would absolutely need to hide that latency with something. If the player isn't interacting with it; then why not use canned animation?

The reason you may not want to precompute thisis simply that it may just have too many different variables. Maybe the structure is player created in the first place. Maybe after shooting it once, you can shoot what remains again, thus multiplying all the scenarios you need to precompute. Maybe there's 100 different structures. Maybe one structure can collapse onto another. Etc.

Plenty of games use rough approximations calculate locally and have done fine. Halo, Crackdown, GTA, etc... How would better accuracy be worth the problems of inherent in splitting it up this way?

Yea, they're different solutions to different problems. The PSNow stuff is a lot easier to conceptualise, because it's simply "what we do offline, but online". I don't think games should be designed with cloud utilisation as a targeted bullet point (and I'm worried about Crackdown for this reason), but there are probably some very interesting uses waiting to be discovered. My point in that paragraph though, is that you can't compare latency and bandwidth requirements to something like PSNow, as what needs to be transferred for a cloud enhanced game is likely to be much smaller than a constant 720p video stream, what needs to be updated will almost certainly be less time critical than character movement, and what needs to be processed won't have the constant overhead of running an entire game at all times. It's completely incomparable.

The comparison is that they both limited by latency. You are wrong in your assumption that time isn't an issue with graphics, AI or physics. In most scenarios time is a huge issue, all of it is tied to rendering.

Otherwise why not just wait for the CPU to take more time to make that calc?
 
Collectively it's been so laughed off for gaming that I'm back to being annoyed with it as a business buzzword. None of this is magical.

Do you just hate buzzwords in general, or do you simply demand that they only be used to describe things that are actually magical?

Buzzwords are typically used so that end users without a proper understanding or familiarity of a concept, can still differentiate it from other similar concepts. Uploading something to a cloud such as Azure, isn't the same as uploading something to a privately rented dedicated server. The "where" is largely unimportant for cloud implementations, but very important for standard dedicated server solutions. Would you prefer that we just say "servers" to describe all different types, and then explain the differences between with a detailed paragraph each time, rather than simply use the term "cloud" which immediately makes some sense (although not necessarily a lot, based on many of the responses in threads like this) to most people?
 
I'm sure it has uses for multiplayer titles but it's never going to meaningfully improve a single player experience because at the end those games still need to function offline and on 5 mbps connections or worse.

As others said, it does offer benefits but the context in which it has been advertised previously is mostly just marketing fluff.
 
I love how almost precisely 2 years ago at the XB1 reveal that everyone said "just wait a few years!". And here we are again. Can we agree to just check back in another 2? Let's talk about this again when your average internet user has access to a gigabit connection and a tiny ping. Wondrous things can surely be done if you don't have to limit your data and your latency is only equivalent to a frame or two, and there's so much free processing time around the globe that it can all be done on demand.

This will never be a viable business model.

Companies are not going to build a multi-billion dollar server farm that can handle insane graphics and physics server side processing for every game released on a platform, with adequate CPUs and GPUs dedicated to each and and every person who logs in, along with the responsibility of constantly maintaining and upgrading those servers. Why would they do that? Why would they carry the entire weight of financial burden on their side?

It's like a stockbroker calls you up and says "hey, we have an entire team dedicated just to your portfolio." BS.

The only world in which this makes sense is one in which you relinquish your rights as a consumer by accepting an expensive monthly subscription, to the point that the money you "saved" by not paying for hardware is more than lost from the money you paid into the subscription (think cell phone contracts, wherein you pay upwards of $3000 over 5 years).

This is an unviable dream that someone is trying to sell people on, and not for the benefit of the consumer.

I'm sure it has uses for multiplayer titles but it's...

mostly just marketing fluff.

Right.
 
Do you just hate buzzwords in general, or do you simply demand that they only be used to describe things that are actually magical?

Buzzwords are typically used so that end users without a proper understanding or familiarity of a concept, can still differentiate it from other similar concepts. Uploading something to a cloud such as Azure, isn't the same as uploading something to a privately rented dedicated server. The "where" is largely unimportant for cloud implementations, but very important for standard dedicated server solutions. Would you prefer that we just say "servers" to describe all different types, and then explain the differences between with a detailed paragraph each time, rather than simply use the term "cloud" which immediately makes some sense (although not necessarily a lot, based on many of the responses in threads like this) to most people?

It's managers vs implementer. When my supervisor says cloud. It's a magical thing somewhere doing stuff for us for free. When I say cloud it's a time slicse of a set of machines we rent which is worse than a dedicated machine but with less maintenance required by me.

I think that's where I fall on this topic. I'm seeing it for it's implantation warts and draw backs; and you're seeing it from the point of view of what it could do in ideal condition physics and logistics be damned.
 
the new 'have you seen titanfall'? :) ...

Fine to be skeptical, and all (as we all should be), but it's funny how many minds are already made up on this stuff.

To me, at least, it seems a sensible person would first see what they have to show off after a few years of work with their "could" stuff before just assuming it's all complete and utter BS. I'm not saying you have to buy in to any PR/marketing speak, but you also don't have to assume everything is a lie. Maybe that's just me, though.

RE: Crackdown being mentioned...Seems to make plenty of sense why. Crackdown is probably going to be a the best example for MS of the type of stuff they think their cloud infrastructure will be able to help with. And based on their demo they showed off last year to the public that was early-crackdown footage, I'm intrigued to see what they'll come up with. I'm sure E3 will be interesting.

I saw what crackdown 2 could do ....... about as much as a cloud but twice as ugly.
What?
 
100ms vs 30ms delay has a perceivable impact on game play for SF4 to SC2 to LoL.

As for SF, you do know people react to jabs. so all the time? Right, I'm not on crazy pills here? being half of a jab behind would have game play consequences?

Yes it would have gameplay consequences.. but not for the reason you seem to think. It would have gameplay consequences before you would "perceive" the jab 12 frames later, which would then sit on top of your own reaction time, not because your reaction time is sub-12 frames. The AI doesn't need to give a shit about this, because it perceives your jab on frame 1. What typically happens in games like Street Fighter is that the AI just sits twiddling its thumbs until enough time has past that its response doesn't come across as cheating. It could be using all that time to think of horrible things to do to you instead.

The key benefit is that unlike canned animation; a cloud one could render something that accounts for player variables. But you have a lag sending the data up and receiving the data. You would absolutely need to hide that latency with something. If the player isn't interacting with it; then why not use canned animation?

As I said in my previous post, the calculation wouldn't have to start when the rocket impacts. It could start almost instantly after you pull the trigger, whilst the rocket is in transit, because the game know ahead of time what it's destination will be, when it'll get there, and anything that could possibly intersect with it. So you wouldn't have the rocket collide, and then start requesting a result. The result would have been sent to you whilst the rocket was in transit.

Plenty of games use rough approximations calculate locally and have done fine. Halo, Crackdown, GTA, etc... How would better accuracy be worth the problems of inherent in splitting it up this way?

Depends. I can't really say that I've seen much in the way of dynamic world interaction in any of the listed games. It's not only the accuracy that can be changed, the scope and complexity can be dramatically changed to. Even for simple stuff like persistence, you could have the state of various areas in the game world stored in the cloud temporarily, preventing common situations like when you destroy some object in an open world game, return 3 minutes later, and it's all good as new, because the console needed that memory back for wherever else you where off visiting in that time. Things like this may actually make certain gameplay concepts viable, where they weren't before.

The comparison is that they both limited by latency. You are wrong in your assumption that time isn't an issue with graphics, AI or physics. In most scenarios time is a huge issue, all of it is tied to rendering.

Otherwise why not just wait for the CPU to take more time to make that calc?

I didn't say time isn't an issue with graphics, AI or physics... especially graphics. What I am saying though is that some implementations of physics, and many many implementations of AI aren't very time sensitive. There's obviously still an operating window you need to adhere to (getting an AI response back after 45 seconds would be useless for most games), but these aren't typically single frame dependencies. There's a lot more time to work with before you get to the point where it'd be reasonable to expect a response from a human.
 
Fine to be skeptical, and all (as we all should be), but it's funny how many minds are already made up on this stuff.

To me, at least, it seems a sensible person would first see what they have to show off after a few years of work with their "could" stuff before just assuming it's all complete and utter BS. I'm not saying you have to buy in to any PR/marketing speak, but you also don't have to assume everything is a lie. Maybe that's just me, though.

RE: Crackdown being mentioned...Seems to make plenty of sense why. Crackdown is probably going to be a the best example for MS of the type of stuff they think their cloud infrastructure will be able to help with. And based on their demo they showed off last year to the public that was early-crackdown footage, I'm intrigued to see what they'll come up with. I'm sure E3 will be interesting.


What?

Stuff doesn't occur in a vaccum. Lots of people know loads a stuff about servers, cloud, and the math of videogames.

You can make guesses at how things will go. Like when Sony came around and said 'hey, you know this Cell. It will fucking change the world.' Well we know what CPU can do. they describe to us what the Cell can do. We shrug and think well based on what we know the Cell probably won't change the world. Optimistically it might do some things alright enough to compete with the ever growing compute power of PC GPU's for a while. But we doubt it will change the fucking world.

For cloud. We can say it has some application but nothing like what they sold it as. Based on what we know.
 
It's managers vs implementer. When my supervisor says cloud. It's a magical thing somewhere doing stuff for us for free. When I say cloud it's a time slicse of a set of machines we rent which is worse than a dedicated machine but with less maintenance required by me.

I think that's where I fall on this topic. I'm seeing it for it's implantation warts and draw backs; and you're seeing it from the point of view of what it could do in ideal condition physics and logistics be damned.

You probably shouldn't assume where my point of view comes from. It's not like you know where I work, and with what technologies.

EDIT: And no it's not Microsoft, before anyone starts throwing out the "shill" accusations.
 
You probably shouldn't assume where my point of view comes from. It's not like you know where I work, and with what technologies.

EDIT: And no it's not Microsoft, before anyone starts throwing out the "shill" accusations.

it's obviously cloudgine.
 
In the early day MS emphasized the cloud as something that could improve the gaming experience. It seems like this has yet to manifest itself.

Has MS given up on this approach or is it being used but not being talked about?

Nothing, "the cloud" never was this amazing thing as it was touted to be. And a lot of people said so from day one, but they were often shouted down by console warriors and fanboys and accused of being Luddites.

From what I can tell it was ninety percent bullshit from the start. A bunch of knowledgeable people here and across the internet gave what i thought were good explanations for why most of what Microsoft was promising was bs, but people kept believing the MS hype machine.

Exactly.
 
Yes it would have gameplay consequences.. but not for the reason you seem to think. It would have gameplay consequences before you would "perceive" the jab 12 frames later, which would then sit on top of your own reaction time, not because your reaction time is sub-12 frames. The AI doesn't need to give a shit about this, because it perceives your jab on frame 1. What typically happens in games like Street Fighter is that the AI just sits twiddling its thumbs until enough time has past that its response doesn't come across as cheating. It could be using all that time to think of horrible things to do to you instead.

In SF4 the AI reads your controller input because it had trouble keeping up otherwise. It's why it feels like it cheats compared to other players. To keep up with the better players it actually has to cheat and start it's decision making process earlier than another player would. It's why offloading the AI would make it terrible in a twitch game like that not better. You might have more compute power but you have lag between reading the game state which is significant.

As I said in my previous post, the calculation wouldn't have to start when the rocket impacts. It could start almost instantly after you pull the trigger, whilst the rocket is in transit, because the game know ahead of time what it's destination will be, when it'll get there, and anything that could possibly intersect with it. So you wouldn't have the rocket collide, and then start requesting a result. The result would have been sent to you whilst the rocket was in transit.

Which boxes the potential in to scenarios of low player interaction. So why not just divide the building in 6 and where ever the rockets lands in plays the corresponding animation. 80% of the benifit, 2% of the work.

Depends. I can't really say that I've seen much in the way of dynamic world interaction in any of the listed games. It's not only the accuracy that can be changed, the scope and complexity can be dramatically changed to. Even for simple stuff like persistence, you could have the state of various areas in the game world stored in the cloud temporarily, preventing common situations like when you destroy some object in an open world game, return 3 minutes later, and it's all good as new, because the console needed that memory back for wherever else you where off visiting in that time. Things like this may actually make certain gameplay concepts viable, where they weren't before.

you're capped by bandwidth. How much of the game state can you send back and forth? You get texture/object pop right now due to the lag time between disk and memory. Imagine the problem of maintaining the game state online instead. Games like WoW that do this have lots of pop in. It's a acceptable trade off for a online game but is it for single player? Do you mask it with bloodborne style 45s loads?

I didn't say time isn't an issue with graphics, AI or physics... especially graphics. What I am saying though is that some implementations of physics, and many many implementations of AI aren't very time sensitive. There's obviously still an operating window you need to adhere to (getting an AI response back after 45 seconds would be useless for most games), but these aren't typically single frame dependencies. There's a lot more time to work with before you get to the point where it'd be reasonable to expect a response from a human.

That's what I am pointing out; all of the problems which this could apply to don't benefit that much from this solution but they make massive trades off for it. It's it more plausible that they'll just keep using 'server' power for traditionally 'server' things? Like syncronization, as you said persistence, and storage. All of which are seen everywhere on PC and isn't remarkable.

I don't think we'll see anything impressive in the way they initially sold it. I think they'll just use it for useful but unimpressive traditional stuff. Like good average download speeds, more per user online storage, game servers for low pop games, etc... not physics calcs.
 
You probably shouldn't assume where my point of view comes from. It's not like you know where I work, and with what technologies.

EDIT: And no it's not Microsoft, before anyone starts throwing out the "shill" accusations.

My snide insinuations eh :D

I could be wrong, but my line hasn't changed from XB1 pre-launch. My estimation of GPGPU has diminished while my estimation of cloud compute is right where it was pre-launch. I'm just saying I disagree that there is anything there. Based on what I know, as a part time server guy. The problems MS asserts they could solve with it don't line up with my understanding.
 
Stuff doesn't occur in a vaccum. Lots of people know loads a stuff about servers, cloud, and the math of videogames.

You can make guesses at how things will go. Like when Sony came around and said 'hey, you know this Cell. It will fucking change the world.' Well we know what CPU can do. they describe to us what the Cell can do. We shrug and think well based on what we know the Cell probably won't change the world. Optimistically it might do some things alright enough to compete with the ever growing compute power of PC GPU's for a while. But we doubt it will change the fucking world.

For cloud. We can say it has some application but nothing like what they sold it as. Based on what we know.

And I'm not saying you have to buy in to what it was sold as (which like most of MS messaging at the time was all over the place on what it'd do and who was saying what...and then how it was being interpreted). Really isn't what I'm talking about.

I'm just saying it seems reasonable to at least see what kind of things they have actually implemented with their technology before dismissing it as BS/nonsense. You're not necessarily doing that (as you mention that it has applications), but it sure does seem like a lot of people have already made up their minds on this topic.

I guess in the end it doesn't matter, though. If it's impressive, it'll change people's minds. I'm more just making a general comment on this (and it happens with many things, not just MS's cloud stuff). Being skeptical is one thing (and is necessary in life, I believe), but it's not bad to have an open mind about new technologies/techniques too.
 
In SF4 the AI reads your controller input because it had trouble keeping up otherwise. It's why it feels like it cheats compared to other players. To keep up with the better players it actually has to cheat and start it's decision making process earlier than another player would. It's why offloading the AI would make it terrible in a twitch game like that not better. You might have more compute power but you have lag between reading the game state which is significant.

The AI in Street Fighter is simplistic. It doesn't appear to cheat because it has to read ahead. It appears to cheat because its implementation doesn't allow for a believable range of responses that are reasonably approximate to a human. There's a big difference between complex AI and difficult AI. Difficult AI is typically easier to create than easy AI, as simply selecting the best possible response is something the computer can do very easily in a game like Street Fighter. If Capcom wanted, there would simply be no discussion about keeping up, and the computer would beat you perfect every round. It's the complexity that it lacks... developments of a metagame, recognising player tendencies, displaying realistic reactions to being pressured etc. It simply doesn't bother to consider these sorts of things in general, and just reads from a script. Every time you hit the AI, it's essentially just reached the "let's get hit" part of its flowchart. It's not because "omfg I only have 12 frames, what do?".

IWhich boxes the potential in to scenarios of low player interaction. So why not just divide the building in 6 and where ever the rockets lands in plays the corresponding animation. 80% of the benifit, 2% of the work.

It really sounds like you have a specific scenario in your head, and this scenario happens to work with the approximations you're suggesting. The answer to all such questions is simply "because they want something more complex than that". Without such a game in front of us, it pretty difficult to determine why it's required. But at the end of the day, it's something that can be implemented... and pretty much anything that can be implemented has the potential to be fundamentally required in a game's design. That's really all there is to it.

you're capped by bandwidth. How much of the game state can you send back and forth? You get texture/object pop right now due to the lag time between disk and memory. Imagine the problem of maintaining the game state online instead. Games like WoW that do this have lots of pop in. It's a acceptable trade off for a online game but is it for single player? Do you mask it with bloodborne style 45s loads?

You wouldn't need a game's entire state. Only whatever is required for the area you're about to return to. It's similar to streaming in an open world game. You don't go loading the entire world into memory at once. The server would just hold what you've changed in a given area, and hand that information back to you when required. This would be a very small amount of data basically containing shit like "that lamppost isn't over there anymore, it was knocked over here" for a few hundred local objects (yet possibly tens of thousands stored for elsewhere).

That's what I am pointing out; all of the problems which this could apply to don't benefit that much from this solution but they make massive trades off for it. It's it more plausible that they'll just keep using 'server' power for traditionally 'server' things? Like syncronization, as you said persistence, and storage. All of which are seen everywhere on PC and isn't remarkable.

The tradeoffs may not actually be massive though. AI is a pretty modular thing which can be largely decoupled from the rest of the game. Always online requirements wouldn't be an issue if the game was going to be online anyway (think Destiny). There's always easier less ambitious ways of doing things, that doesn't mean its the only way they should be done though.
 
In the early day MS emphasized the cloud as something that could improve the gaming experience. It seems like this has yet to manifest itself.

Has MS given up on this approach or is it being used but not being talked about?


Supposedly Crackdown will be the first game to showcase it.
 
. . .The tradeoffs may not actually be massive though. . .

That's really the core of it. The trade offs are well known and the possible upsides less known; but so far tiny. This is the reason for all the cynicism.

I think they would make a much better case of azure leading to a more solid online experience than trying to shoe horn cloud compute in as a feature.

Just as kinect did something very well; but MS kept trying to mandate things it didn't do well.
 
Pretty sure I was seeing posts like this a couple years ago too, but here we are, still seeing nothing of substance from the initial horse shit.

I'm continually amazed at how some people think technology and video games just appear out of thin air.

Oh well.
 
If Crackdown is shown off and doesn't have impressive physics that we haven't seen before then you can safely assume the cloud has dissolved.

I too would say the same thing. If this game doesn't deliver then it's going to be seen as hype and nothing more for a while.
 
Shhhhhhh... it's magic and we can't be convinced otherwise.

Seriously, why would I put more faith in him than an entire corporation when they have a game in development? I know he knows a lot of technical stuff, but at this point, it's his word against a game in development. it would be dumb as fuck to take his word as faith right now. all we're saying is wait until Crackdown since it's confirmed to use it (as of right now of course), if it fails, then yeah, ya'll are right.
 
That's really the core of it. The trade offs are well known and the possible upsides less known; but so far tiny. This is the reason for all the cynicism.

I think they would make a much better case of azure leading to a more solid online experience than trying to shoe horn cloud compute in as a feature.

Just as kinect did something very well; but MS kept trying to mandate things it didn't do well.

Hmm, I'd say the online experience stuff has actually been what they've been focused on. They haven't really been talking about cloud compute stuff much outside of its potential use in Crackdown. This line od discussions is really being continued by us rather than them at this point. Even still, when discussing ways it enhances the online experience, there's a tendency for people to write that of too, because servers at their core aren't a brand new concept, or more often because they assume that because something works offline, it's trivial to have it work online two (typically AI units).

As for Kinect, I'm not too sure I agree with you here. I think the things MS focused on with Kinect did typically play to its strengths... unless you mean that they shouldn't have aimed it at gaming in general? If so, I kinda agree with that, but in the context of using it for entertainment I think it was positioned pretty well. I do think it mostly died out just prior to when it was potentially most useful though (ports of universal apps). Stuff like Fruit Ninja and Infinity Blade are the sorts of games Kinect needed an abundance of, but had little access to at the time. I feel like the first version of the Kinect was important for working out the major kinks, but at the same time, feel like the idea as a whole would have benefitted from coinciding with the Xbox One launch, rather than merely being a v2, after frustrating many people with the v1.

Anyhow. I doubt we really have anywhere more to go from here. I think our middle ground is pretty much "technically possible, questionably feasible" in regards to the cloud's use for enhancing games outside of typical online experiences.
 
Seriously, why would I put more faith in him than an entire corporation when they have a game in development? I know he knows a lot of technical stuff, but at this point, it's his word against a game in development. it would be dumb as fuck to take his word as faith right now. all we're saying is wait until Crackdown since it's confirmed to use it (as of right now of course), if it fails, then yeah, ya'll are right.

He is describing general principles familiar to me from work. They are hand having at something they are trying selling.

Like a stranger describing salfate based detergents vs a corporation extolling the virtues of pro vitimins. Just cuz they have money doesn't mean they aren't lying to you.
 
Crackdown is coming out after a significant amount of the One's lifespan has passed. And it's the only major use of it so far.

That means there is no chance Xbox One will be redefined on impressive new footing just because of the cloud. Not enough time even if Crackdown works well.
 
Crackdown is coming out after a significant amount of the One's lifespan has passed. And it's the only major use of it so far.

That means there is no chance Xbox One will be redefined on impressive new footing just because of the cloud. Not enough time even if Crackdown works well.

Do we know that Crackdown is the only game in development that will make use of the Cloud like this?
 
He is describing general principles familiar to me from work. They are hand having at something they are trying selling.

Like a stranger describing salfate based detergents vs a corporation extolling the virtues of pro vitimins. Just cuz they have money doesn't mean they aren't lying to you.

But to this extent? There's exaggerating and blatant lying.

Crackdown is coming out after a significant amount of the One's lifespan has passed. And it's the only major use of it so far.

That means there is no chance Xbox One will be redefined on impressive new footing just because of the cloud. Not enough time even if Crackdown works well.

2-3 years is significant? are we forgetting how many changes/additions the old consoles went through?
 
Saying something is "more powerful" doesn't always have to equate to "better graphics", even though in this case, it very well may. You'd never know though, as you'd never see what the game would have looked like if tasked with computing everything locally.

Won't it be really easy to tell? Just play the game offline.
 
But to this extent? There's exaggerating and blatant lying

Did we both experience the same preceeding 2 years? Always online is absolutely necessary? Kinect is an integral component and can't be turned off? Windows 8/vista/ME is a huge step forward? Windows server is more stable than linux? We are Comitted to pc gaming? MCC is now fixed? Etc....
 
Still waiting.

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Why would a game like this have an offline mode?

Because why not? Most games have an offline/single player mode save for MMOs. Games that aren't MMOs that have eschewed a way to play offline tend not to do too well.

At least with Crackdown it'll be really easy to tell exactly what benefit the Cloud is giving it. They'll undoubtedly make that playable offline.
 
Did we both experience the same preceeding 2 years? Always online is absolutely necessary? Kinect is an integral component and can't be turned off? Windows 8/vista/ME is a huge step forward? Windows server is more stable than linux? We are Comitted to pc gaming? MCC is now fixed? Etc....

They backtracked on the always online thing before launch. They always said you could just unplug Kinect, but you can't turn it off and to me, it's an integral component considering I use it constantly. Before all the dash updates, if you went into a XB1 thread, you'll see people saying that they felt kinect was necessary to navigate it. (wasn't true, but people felt that way.) Was Windows 8 not a huge step forward from 7 with the whole metro redesign people hated? Don't know about the windows server stuff. You can stream XB1 games to PC and they've said they're focusing on it more. I haven't played MCC, but recent threads indicate the game is working a lot better than launch. Don't know about entirely, but people have said matchmaking is a whole lot better.

Because why not? Most games have an offline/single player mode save for MMOs. Games that aren't MMOs that have eschewed a way to play offline tend not to do too well.

At least with Crackdown it'll be really easy to tell exactly what benefit the Cloud is giving it. They'll undoubtedly make that playable offline.

Destiny? Titanfall?
 
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