MS: Xbox One 40x More Powerful Than 360 with the Cloud, Only 10x Without the Cloud

When MS themselves come out and say "we purposefully didn't aim for the best graphics", you know that this cloud stuff isn't really that big a deal.
 
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i have no real argument to add to the discussion. I want to see the cloud power working before i laugh again. but as of right now, it is eyebrow rising talk.
 
The same people who were convinced that 3rd parties won't leverage the extra power of the PS4 are now saying that these 'lazy developers' will give a shit about this cloud dream.
 
Ironically, I think that really IS the only way you're going to get 40x the performance. Lock the camera, render foreground, immediate gameplay graphics, then the distant skybox you'll never interact with stream in footage of the sky being rendered super realistically and beyond what your system could do alone.

But you could probably just record some damn clouds and run an FMV instead, and you won't have glitches when the connection's interrupted.

Realistically speaking, the only way a distributed computing job could be utilized real time for a game, is by "calculating" points instead of graphics or textures. The position of a distant object in 3D (XYZ) is a script that could be downloaded for a frame each frame. The way an NPC will travel, or where will it hide, is also a script that could be downloaded.
Synchronizing the frame buffer will be pure horror though.

But by offloading these calculations from the CP/GPU will not have that great an impact on the rendering/graphics power of the machine. Also, by constantly downloading, maybe unpacking and then distributing data from the RAM will load up the APU with trivial tasks while offloading it of trivial tasks.

So, it's a double-edged sword and I can't for the life of me find a given paradigm of how this thing could work for substantial work in real-time.
 
Has it been clarified if by purchasing a XBOX ONE, You are granted access to the cloud enabled additional resources or is that something You need to pay an annual subscription for? If so, Microsoft will successfuly have found a way to tax not just online, but also single player experience.
 
Now now. Glass houses and all that.

The thing with GAIKAI is that is a working service and the CLOUD is not only theoretical, it's hypothetical with out any real-world/gameplay experiment.
They should at least show how it works at the meeting. They didn't, because it can't work the way they are implying. You can't expect a game to download rendered graphics or textures while playing it and expect for everything to go as planned for every gamer out there.

If with some dark magic, the CLOUD works according to the hype, it will be a game changer and the most significant break-through in technology (not only gaming) since the CD-ROM.

Be cordial, it's not like you don't have the vestiges of some company's koolaid staining your upper lip.

We all do to some degree. ;)

I don't drink koolaid

Still, if anything, the e3 presser is going to be entertaining.

E3. It will be glorious!.
 
They don't stop. Now it is Jeff Henshaw's turn.

According to Jeff Henshaw, group program manager of Xbox Incubation & Prototyping, the cloud's muscle means that your Xbox One isn't, effectively, an Xbox One, but an Xbox Three. See what I did there, etc.

"We're provisioning for developers for every physical Xbox One we build, we're provisioning the CPU and storage equivalent of three Xbox Ones on the cloud," he said. "We're doing that flat out so that any game developer can assume that there's roughly three times the resources immediately available to their game, so they can build bigger, persistent levels that are more inclusive for players. They can do that out of the gate."

http://www.oxm.co.uk/54748/xbox-one...e-equivalent-of-three-xbox-ones-in-the-cloud/
 
I see this as being cool for large organic online game worlds and massive online FPS........ folks Azure has been around and in use for awhile now it's not just for Xbox.

It's nothing like the Sony pipe dream that is Gakai
 
I see this as being cool for large organic online game worlds and massive online FPS........ folks Azure has been around and in use for awhile now it's not just for Xbox.

It's nothing like the Sony pipe dream that is Gakai

So dedicated servers then and not cloud computing?

Also lol at GaiKai being a pipe dream. It already has game streaming that's been available for some time. Just not old Playstation titles.
 
"We're provisioning for developers for every physical Xbox One we build, we're provisioning the CPU and storage equivalent of three Xbox Ones on the cloud," he said. "We're doing that flat out so that any game developer can assume that there's roughly three times the resources immediately available to their game, so they can build bigger, persistent levels that are more inclusive for players. They can do that out of the gate."

lol
 
From watching Microsoft's executives talk about the cloud in various interviews now, I get the distinct impression they're mostly trying to use very fancy explanations for dedicated servers. That is something tangible that is certainly possible right now.

But actual game computations being offloaded to the cloud? Maybe, in some very limited situations.
 
Do you guys think at this stage MS will be capable to demonstrate a sample of the cloud approach during E3?

I'm quite sure at least one of their first party games will be using cloud computing. Maybe not a launch game, but they have to have experimented their own technology for games, after all.
 
From watching Microsoft's executives talk about the cloud in various interviews now, I get the distinct impression they're mostly trying to use very fancy explanations for dedicated servers. That is something tangible that is certainly possible right now.
Whats old is new again.
 
I'm struggling to think of any legitimate issues it might solve.,

Perhaps the F1 games are one example it could work, the AI lap times seem disconnected with what you are seeing on screen.. they could be running in the cloud under the same physics you are so that final positions/times are more accurate..

Or racing games, it could help with load times, all you need is a basic fall back set of assets to get you started, then the rest of the track (with time of day pre-bakes computed in the cloud) is streamed in..

And surely we can get back to the 'old days of 100+ MP FPS games somehow?

All tenuous as hell, and all going to bump up development costs.. which is the real issue IMO
 
Dedicated servers are a form of cloud computing, when you think about it.

In a the most basic stretched out terms, perhaps lol. But not really. Dedicated Servers are more to do with information exchange (simple data transfer) with low latency advantages, over actual computation of the kind Microsoft is promoting. You'd still be running the game using local hardware.
 
YOU FOOLS!

Microsoft was referencing CLOUD STRIFE not distributed computing.

It would be downright STUPID to claim distributed computing could be used to render real time gaming. Everyone knows this! Get with the program here children.

They built 300,000 Cloud Strife ROBOTS who will go out and slay anyone with a PS4.
This is explains how they plan to win the war despite crippling DRM and poor performance in the XBone.

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Never saw a reply to these questions. Re-posting, in the hopes someone can clarify.

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Quick question for you Spec/Tech guys/gals out there...

And this is an honest question...

Has the speed/performance (in Tflops) been officially declared by either Sony or Microsoft for their new systems?

For that matter, has Microsoft declared how many CUs are on their GPU...has Sony? And in either case, I am talking about official statement or official documentation?

I see everyone running with the 50% more powerful (or 33% less powerful) numbers...but I am curious as to if these are just "best guesses", or are they based upon officially released documentation.
 
Quick question for you Spec/Tech guys/gals out there...

And this is an honest question...

Has the speed/performance (in Tflops) been officially declared by either Sony or Microsoft for their new systems?

For that matter, has Microsoft declared how many CUs are on their GPU...has Sony? And in either case, I am talking about official statement or official documentation?

I see everyone running with the 50% more powerful (or 33% less powerful) numbers...but I am curious as to if these are "best guesses", or based on officially released documentation.

Sony says 1.84 TFlops on their site:
http://webassets.scea.com/pscomauth...sset/feb21/pdf/playstation4_specification.pdf

MS confirmed that the Xbone can make 768 computations at once, which is right in line with the 768 shaders in the GPU compared to the 1152 in the PS4.
 
The same people who were convinced that 3rd parties won't leverage the extra power of the PS4 are now saying that these 'lazy developers' will give a shit about this cloud dream.
Maybe not exactly the same people but, yeah, if the general consensus is going to be that 3rd parties won't leverage local hardware advantages, why would they be any more likely to leverage these cloud resources?
 
so theoretically speaking, they could add more servers, and the xbox one can become even more powerful?

wow!

Theoretically speaking, Microsoft could build an enormous server farm on the dark side of the moon and use quantum entanglement to instantly shift information to your Xbox One. Theoretically speaking.

I can't wrap my head around one thing.

1. I buy GTA6 and it has all these cloud advanced features.
2. It's awesome, the cloud stuff makes it the best game ever made.
3. 10 years after it comes out, I want to play it again.
4. The servers aren't up anymore
5. ???

So do I now play an inferior version of the game with only local processing or can I not play the game at all?
 
When MS themselves come out and say "we purposefully didn't aim for the best graphics", you know that this cloud stuff isn't really that big a deal.

Well you'll lose 4tf of performance, so you'll just be left with a picture of your character smoking a cigarette on screen.
 
Im sure that all countries in the world will enjoy be able to enjoy the cloud fully.

Use of cloud requires gold subscription lol
 
Maybe not exactly the same people but, yeah, if the general consensus is going to be that 3rd parties won't leverage local hardware advantages, why would they be any more likely to leverage these cloud resources?

I think its a hell of a lot more probable they will utilize the extra ps4 resources than this cloud power thing. The PS4 thing would be more like turning on higher settings on a PC game, but this cloud thing is way more complicated if it is even is possible.
 
Sony says 1.84 TFlops on their site:
http://webassets.scea.com/pscomauth...sset/feb21/pdf/playstation4_specification.pdf

MS confirmed that the Xbone can make 768 computations at once, which is right in line with the 768 shaders in the GPU compared to the 1152 in the PS4.

Hi Coldfoot,

Thanks for the info, and your reply.

However, I can't confirm if the link "www.webassets.scea.com" is actually an official Sony site. Can you confirm...or provide an alternative source (e.g. an interview with a Sony Entertainment/PS4 executive, spokesman).

Thanks in advance.

EDIT: Woops, never mind. Went to Sony's USA site, and they linked to the above. Thanks again.
 
What's there to stop anyone else from claiming the power of the cloud?
Nothing... that's the problem... even nintendo could come with some bullshit like that to claim that WiiU could compete with XBone and PS4... they'll just need 500,000 servers instead of 300,000 though.

Also if MS thinks that the cloud could improve their console from x10 to x40 360's they just could come up to create a cheap cloud base system and put the effort to make more servers...

we aren't ready for the could... neither the only digital distribution games... the average internet connection/ping won't allow it.
 
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