Particle Physicist
between a quark and a baryon
Yeah. I haven't owned a Sony console since Playstation 1.. Definitely getting the PS4
Dude... Stop defending the bullshit.
I have fibre, it sends me data at 4.5MB/s maximum can you explain to me how the fucking hell MS is going to fit all that data in my pipe, which is a big pipe in the grand scheme of things.
Some of the most strenuous calculations end up with small results
For physics, imagine an explosion occurring beside a car. server can calculate how much explosive force shifts the vehicle while calculating gravity, the stresses on the vehicle suspension and how the car will end up. A lot of calculations. (I'm ignoring things like glass and deformity for this example)
In reality the important data which reflects what's on screen is the end result; the location of where everything is. So that's like 5 XYZ coordinates.
The sad part is that people, here even, don't understand that a lot of online business applications and physics-intensive algorithms are run entirely in the cloud today.
It's not conceptual, it just hasn't been applied to games yet. It's not even left field thinking. It's just a logical progression.
Will we see it soon? Probably not. Will it take years to culminate into something that we realize has value like Xbox Live did so many years ago? Probably, and maybe it won't amount to anything. Does anyone here have a clue what they're talking about. Definitely no.
They will probably elaborate more on the Cloud at E3, but it does indeed sound very promising. Or if they can give dedicated servers to all of the games released for the console then that's good enough for me.
And thats going to happen in the cloud is it? Divide 4.5MB by 30 and thats how much data MS will be able to send me per frame in a 30fps provided latency or packet loss isn't a thing.
Deluded.
I just gave an example, yes?
The example I gave would be like 2 KB/s, if that.
If the cloud is so powerful. Why not just add it to 360 and call it a day.
Game over Sorny.
If the cloud is so powerful. Why not just add it to 360 and call it a day.
Oh man, you mean this will even work on my dial up? Thank you, Microsoft.
They could, in all honesty. But it still doesn't help that the 360 is almost 8 years old and has a lot of limitations.
You are still bound by the rendering GPU, and you still need a bunch of CPU time to process the data coming in.
10m xbone's are never going to be online at once. some small fraction is.
unless you think everybody in the world who owns an x360 is playing it 24/7. great logic.
no, 95% of them are sitting under the tv turned off at any given time, just like your ps3 is right now while you're posting on gaf.
Oh and btw, didn't they say 40X more than 360, not 40X more than Xbone? Yeah, they actually did. It'
s 4X Xbone, so redoe your math with division by ten for starters. Good thing we can keep our facts so straight while bashing MS for dishonesty.
I wonder why it hasn't been done before if its this simple? Why do we need 8GB of 40TF of powah can be sent down 2KB?
How do you know?
I wonder why it hasn't been done before if its this simple? Why do we need 8GB of 40TF of powah can be sent down 2KB?
I wonder why it hasn't been done before if its this simple? Why do we need 8GB of 40TF of powah can be sent down 2KB?
Regarding light maps...
some people here have repeatedly stated that it's too large to send in a time sensitive manner to players.
So... here's how I would do it if I was in charge of the architecture.
1. Compute high resolution light map.
2. Create multiple LOD versions of it.
3. Send user high resolution light map information for closest areas.
4. Send them lower resolution light maps for further out areas
5. Send them higher resolution light maps as bandwidth becomes available.
6. Keep light maps on server, and send those to XBones with same area/lighting condition requests.
So, it'd be handy for something like slow dynamic lighting - time of day and weather effects.
@kitch9: you have a fundamental misunderstanding of how things work if you believe it needs to send you information for every frame, much less send you information in real time.
They could, in all honesty. But it still doesn't help that the 360 is almost 8 years old and has a lot of limitations.
You are still bound by the rendering GPU, and you still need a bunch of CPU time to process the data coming in.
You do know how the cloud works right?
By NPD there are probably what, 30m 360's sold in the USA? How many actually are turned on and playing right now? 2m?
What about at 1AM in the afternoon on a school day?
That means you can be a whole lot more judicious with your computing power with cloud. If you dedicate 4X for all those 360's in the above example, that's still 8m rather than 30m.
Plus it's probably a whole lot more efficient.
This whole thing is pretty confusing. Gonna be fun though.
The damage control in here is hilarious. Everybody so skeert.
Dude... Stop defending the bullshit.
I have fibre, it sends me data at 4.5MB/s maximum can you explain to me how the fucking hell MS is going to fit all that data in my pipe, which is a big pipe in the grand scheme of things.
They could, in all honesty. But it still doesn't help that the 360 is almost 8 years old and has a lot of limitations.
You are still bound by the rendering GPU, and you still need a bunch of CPU time to process the data coming in.
If the cloud is so powerful. Why not just add it to 360 and call it a day.
Haha. They will keep talking about this and it will never become reality.
You can't rely on cloud computations for a realtime graphics pipeline. If so, why even release a new console...
Watch all multiplatform games be inferior to PS4 outings.
Regarding light maps...
some people here have repeatedly stated that it's too large to send in a time sensitive manner to players.
So... here's how I would do it if I was in charge of the architecture.
1. Compute high resolution light map.
2. Create multiple LOD versions of it.
3. Send user high resolution light map information for closest areas.
4. Send them lower resolution light maps for further out areas
5. Send them higher resolution light maps as bandwidth becomes available.
6. Keep light maps on server, and send those to XBones with same area/lighting condition requests.
So, it'd be handy for something like slow dynamic lighting - time of day and weather effects.
@kitch9: you have a fundamental misunderstanding of how things work if you believe it needs to send you information for every frame, much less send you information in real time.
If anything it should take much less data than sending a frickin' video stream like Online and Gaikai do. They don't have to send you massive amounts of data, all the game data is obviously stored in the cloud directly on their servers. Direct video is about the dumbest and most bandwidth intensive solution for cloud gaming, it's the brute force solution. I mean ... jesus. If you have a fancy game with realtime weather and wind system that would normally be calculated on your end. With the cloud all it takes is to send one KB of data per second to tell your console what the actual conditions are where you currently are. They could even take all the players around the world, add them to the equation and send the results to everyone. Like a butterfly effect.
AI can be done by the cloud, it's already done so many times. Left 4 Dead, who do you think calculates those Zombies when you're joining a server? It's not happening on your end, you just receive their positions. Every P2P connection over Live is basically the same thing, the host calculates, everybody else just receives. The cloud concept doesn't change what is already there, it just takes it to dedicated servers with a much better bandwidth. If you can do P2P gaming with as low as 15 KB/s I'm pretty sure cloud gaming with 4.5 MB/s should not be a problem.
There is stuff where it's not viable to use the cloud, time critical stuff. If you make the cloud render dynamic lighting it's gonna suck, who wants to have the shadows and lights around you adjust 200 ms after you turned? But it is possible for global illumination and other things where you aren't in direct control and thus have no relation to when stuff should happen on your screen.
Azure is also a much cheaper solution than game streaming. With streaming you need to basically have one server for every concurrent player. Something like a fully dynamic weather systems needs to be only calculated by a couple of servers and then sent to all the clients. It doesn't take as much computing power and it doesn't take as much bandwidth.
Or pedestrians in a game like GTA. You have to calculate every single one of them. Which means they basically only exist while you see them/are in a certain area around you. Ever wondered why people or cars disappear? With the cloud you could actually calculate all the positions of everyone in a city of 50.000. It's a wholly new game for crowd mechanics. All you would ever get are the positions of everyone you see, where today you have maybe 30 active people around you it could be 2.000. Rendering would not be a problem thanks to modern techniques like tesselation.
So yeah, cloud gaming is practically limitless for certain tasks. Anyone who denies that the cloud can have a severe positive impact on video games is kidding themselfs. And compute hours are cheap enough today to make it actually a pretty smart decision not to spend all that money on console power but to outsource to the cloud.
Are gamers really as gullible as MS believes they are? You people sure are lapping up anything to defend inferior specs... Pipe dream, especially for anyone outside the USA. Pipe dream there too, but at least broadband is more common.
You honestly have no fucking clue what you're talking about.
You should honestly be banned for spouting such nonsense as if it's fact.
Aww don't be upset. Because you'll feel really bad when this does (and it will) come into fruition.
No need to be so blinded with your allegiances.
(And yes, I do know what I am talking about)
Aww don't be upset. Because you'll feel really bad when this does (and it will) come into fruition.
No need to be so blinded with your allegiances.
(And yes, I do know what I am talking about)
this might work....
at MS campus where the network is at least gigabit, the demand on the "cloud" is known and static, the network has low latency due to locality of servers and the servers probably are in the same room or building as the prototype xbox ones.
out in the wild?
no fucking way
and lets not forget
when the servers die, the games die
So why is that unique to MS when others have done it before?
It *has* been done before, but not at scale. To support enough concurrent users, you'd need a huge farm of servers and no publisher would be willing or able to take on that investment. But MS has Azure which is already ready to go to support such a thing at the proper scale. If they offer it to every game as a service, you can imagine it would at least be considered.
You haven't provided a single source or explanation for ANYTHING you've posted.