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[Part II] Thoughts on six patent applications related to a unique PS5, and what it may mean for SIE's future

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Running PS3 games isn't all that makes this PS5 unique. It also seems to be central to the "unique" cloud-gaming strategy Jim Ryan mentioned. Entry [0203] of the first application says this PS3-like PS5 can be "located within the data center". This consideration and two more patent applications that use the same PS3 illustration (i.e., FIG. 14 discussed in Part I) to discuss console based distributed engine server blades leads me to think that SIE will launch cloud-native games that leverage a form of PS3 distributed computing as part of company's "unique" cloud-gaming strategy. The:

third application -- Systems and methods for using a distributed game engine
fourth application -- Systems and methods for predicting states by using a distributed game engine

state that these server blades rack into a game cloud system (GCS) that entries [0033] and [0039] of the second application in Part I say can distribute an MMO game engine across a region or around the world. Notably, the third application discusses distributing a cloud-native game engine on server hardware that FIG. 11 associates with a PS3 labeled '1100'. The fourth application continues the subject of distributed game engines, but in the context of running distributed AI prediction on server hardware associated with a PS3 illustrated in FIG. 7 labeled '700'. In both instances, the GCS server blades are associated with the same PS3 illustration that game console 1400 (i.e., the PS3-like PS5 in part I) is associated with, even though FIG. 2A and FIG. 2B of the fourth application show GCS server blades (i.e., Node A and Node 1, respectively) having dual CPUs like device 600.

PS3 associated with dual CPU GCS server blades in this way recalls LANL's Roadrunner and Sony/Terra Soft's PS3-based E.coli and Amoeba compute clusters. Throughout the fourth application the GCS server blade reads like it's SIE's take on a Roadrunner compute node, but with a console GPU added to the equation as LANL suggested. In all likelihood, the GCS is the FTG's work in progress, and has been the talk of David Perry (Gaikai) and Tom Paquin (OnLive) for years.

To summarize the GCS and what it does, it seems to be a CELL-accelerated system governed by AI (AI details are in entries [0081] and [0090] of this fifth application) that's designed to distribute cloud-native single-player, multi-player or MMO game engines across a centralized cluster(s) or distributed network of CELL-integrated PS5 server blades. The system's AI is also distributed across these blades, and each blade's AI agent allocates compute/rendering resources between blades and makes predictions about what will happen in the next frame before players send their inputs. If their guesses match player inputs, they keep processing their predicted frames. If no match, they abort their frames and start processing new ones based on player inputs. They do this in order to give players the perception of reduced input latency. It's the stuff of Ken Kutaragi's dreams and Stadia's promise.

It's also the stuff of Kazunori Yamauchi's dreams. Back when PS3 was novel, Polyphony Digital demoed GT5 Prologue's engine running distributed across four networked PS3s. A couple years later, Kazunori Yamauchi tweeted that he wanted to include a free-roaming mode in GT5 but couldn't in time for launch. I think Yamauchi still wants to do it for GT, but that he'll wait for the GCS to become available so that he can evolve GT live service into a cloud-native photo-realistically rendered fully simulated "GT World" brimming with visitors, live spectators, competitive racers, human motorists and NPC motorists governed by a smarter GT Sophy. That would be the perfect coming together of Yamauchi's old desire with Kutaragi's hope (as told to PCWatch) to see Polyphony Digital create "a cyber world with more than 1,000 Cells, or thousands of them" (translated by DeepL).

If GCS games are part of SIE's unique cloud-gaming strategy, then the best visual experience will likely be locked behind a Plus Premium sub. I say this because entries [0071], [0075] and [0076] of the third application give the example that when players log in to play a GCS game, the GCS determines how many sever nodes should be assigned to each player based on their subscription tier (e.g., level 1/Essential = 2 nodes, level 2/Extra = 3 nodes and level 3/Premium = 4 nodes).

[Part I]
[Part III]
 
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Sony could have its own machines for the cloud but I do not see them use that outside Japan at least for the beginning. Microsoft did use SeriesX for their cloud so it would be cool is Sony could do the same.
Would be a twist if Sony did cloud gaming better than Xbox.
If they manage to be better than Microsoft in that area that would be crazy. We can only dream but I would love it!
 
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