• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Phil Spencer Next Cloud Demo being planned will show BW/ CPU/ Latency Info

J

JoJo UK

Unconfirmed Member
the content of the post largely did not interest me so it was ignored. of course microsoft isn't evil, I would think an allegiance with lucifer or sacrificing unicorns would be required for that. I put it better the second time; "Microsoft isn't very nice." yes the same thing could be said about many mega-corporations like wal-mart or whatever, but corporations are (and this is a relatively recent change) now considered people under the law so I can judge them as people. I'll say it again, they're not very nice. as people that is, as a business they are quite successful and have done an A+ job at making money for their shareholders.
I know what you mean.
 

Giggzy

Member
Didn't Andrew House say 90% of PS4's are connected to the internet? I would assume Xbox One is close to the same. And yet here we are, still arguing about an always online console. Online connectivity is the future and it's not as far away as some people probably think.

With that said, there needs to be a failsafe for when ones internet does lose connection due to unforseen circumstances.
 
I'm glad Microsoft is [potentially] putting their money where their mouth is regarding cloud tech and gaming. If they can demonstrate that this stuff will work on your average cable modem user, this could put most doubts to rest.
 

andycapps

Member
Other than Sony who bought Gaikai for PSNow?

Or OnLive?

Both of which are doing low-latency stuff (rendering in the cloud, control responsiveness).

Or Nvidia who have a video of cloud-based lighting, showing the impact of different latencies (200ms for example) on lighting.

http://www.youtube.com/watch?v=aiWdJxshWMM

Or EA, who published Titanfall?


Seriously - it's okay to be sceptical about how much it will benefit games, but to write it off completely without understanding what is and isn't possible, or just because it's Microsoft, is short sighted IMO.

EA didn't really use "the cloud" on Titanfall other than it being dedicated servers like many games have used in the past, along with their AI routines for the bots. Which has also been done for years. I remember them in Unreal Tournament 1999. Nothing new there.

Of course it's possible for Azure to help out with games, but so far, nobody has seen anything groundbreaking.

The difference between what Gaikai and Sony are doing with PS Now and Microsofts "The Cloud" is that PS Now is a real thing that can be booted up right now and entire games streamed over the internet. It's a very impressive piece of technology that Sony saw in Gaikai and snatched them up accordingly.
 

Rolf NB

Member
It isn't compared to the slower alternatives like bandwidth or even disk access etc... it actually is super efficient.

Anyway... 1000s of particles would have quite a bit of redundancy is the data structure... so a good compression can be expected.
The lulz just keep coming and coming.

Floating point numbers don't compress well at all. The tiniest changes change a lot bits all over the place. And I hope we agree that there's no point having thousands of particles in the exact same spot.

If this is supposed to work, the compression has to be maintable. What happens whenever you don't maintain the necessary ratio to stay within bandwidth limitations? It will happen you know.

And frankly, I still don't believe there is a practical compression scheme for this to begin with. zlib, bzip, lzma, none of those can deal with infinitesimal fp data well at all.

Decomposing floats into "common base" + entropy and reconstructing them are inherently floating point ops themselves. How many of those can you do per particle before you're using more processing resources than the particle system would in itself when run locally?
 
This will be very interesting. But how doctored and controlled is this test going to be? They could easily cook these numbers. Latency is a real factor here. You can't compare a world class internet connection of a huge corporation to some dude who lives in bum fuck Nebraska.
Why would I want to live there
 

jryi

Senior Analyst, Fanboy Drivel Research Partners LLC
Yeah, but games like Destiny requires a internet connection to work. It's just the beginning, more games will be "always online" in the future.
Yes, but playing Destiny online doesn't prevent me from playing Infamous offline.

The whole point of people complaining about the always online requirement of Xbox One was that it would have killed offline gaming. Personally, I am always connected and I have enjoyed games like MAG and Warhawk, but I was glad to be able to play Portal 2 single player when PSN was hacked.
 

klaus

Member
The lulz just keep coming and coming.

Floating point numbers don't compress well at all. The tiniest changes change a lot bits all over the place. And I hope we agree that there's no point having thousands of particles in the exact same spot.

If this is supposed to work, the compression has to be maintable. What happens whenever you don't maintain the necessary ratio to stay within bandwidth limitations? It will happen you know.

And frankly, I still don't believe there is a practical compression scheme for this to begin with. zlib, bzip, lzma, none of those can deal with infinitesimal fp data well at all.

Decomposing floats into "common base" + entropy and reconstructing them are inherently floating point ops themselves. How many of those can you do per particle before you're using more processing resources than the particle system would in itself when run locally?

You might be underestimating the optimization possibilities with the given problem: colliding particles tend to distribute rather evenly, fixed point arithmetics & lossy compression methods could be used since it doesn't matter if the transmitted positions have a certain amount of error (the servers handle all collisions locally with precise floats, the client can get a simplified representation that is used for rendering), depending on player viewpoint a lot of data can be reduced in detail (no point in having superdense particles 100m away) etc. etc. I'm not an expert in the field, but I assume (hope?) the guys at Cloudgine are - so I wouldn't rule it out at all that the tech might be feasible with todays infrastructure. But let's just see how the "official" numbers and further demos turn out..
 

onQ123

Member
Isn't this a few hours from now? it's in UK Time (I think).


EVOLVE OPENING KEYNOTE: A Rough Guide to Cloud Gaming
Tuesday 8, July 2014
09:30 - 10:15
Keynote, Evolve
Room 4
Cloud Gaming is an overloaded term which is used to refer to an assortment of game distribution and monetization models. In this talk Microsoft will suggest that by thinking more in terms of the cloud and gaming, we can settle on a set of use cases for cloud computing technologies in gaming that embraces creating new or enhanced user experiences to the shift to Games-as-a-Service. In doing so we see more clearly how cloud will become a necessary part of every game.

http://www.developconference.com/Content/Evolve-2014


By the way why isn't there a thread for the Develop Conference? there is a lot going on this week.
 

DOWN

Banned
They may be able to have an online/offline mode. Just very basic destruction while offline.

And that's a sucky way to release games and is a flaw of their bright cloudy future. Two optimizations at least for all games on the cloud? What about for poor connections?
 
It's not much to prove it's a fact that Computers/Severs are more powerful than Xbox 360 & Xbox One the only problem is processing the data & getting back & forth from the user & the severs fast enough to make a difference.


My point is, that the cloud makes the Xbox One 4 times more powerful than the Xbox One without the cloud. And I agree with you, that it works well with a large majority of connections and environments..
 

onQ123

Member
My point is, that the cloud makes the Xbox One 4 times more powerful than the Xbox One without the cloud. And I agree with you, that it works well with a large majority of connections and environments..

I think eventually they will be able to show off their claims in games that take advantage of the cloud processing I think it will mostly be dealing with the A.I & things that are not graphics based though. .
 

freddy

Banned
Yea, fuck the cloud. Microsoft has a history of pulling server support and I'd like to be able to play single player on my games without half a city or landscape invisible, or less people because...cloud. The best thing they could do is shut the fuck up about clouds and show some really good gameplay from the mass of talent they've been buying up in the last decade or so.


Instead of blowing smoke up peoples arses still trying to prove their dick is as big as Sony, start moving your hips around and make do with what you have..
 

Widge

Member
Q: Who are going to make these cloud based games?

Is it the third party lot? Because I can't see them making anything that cuts out revenue from Sony.

Does that leave first party? Because they don't exactly make roads outside of the core franchises very often.

All very well getting excited about this, entering into can it/can't it debates. The main thing at the centre of it all is whether or not anybody will actually use it.

Look at the adoption of Move, Kinect, Wii Motion+... anything that falls outside of core console functions. Not a rosy picture for adoption is it?
 
All this cloud talk still sounds to me like some last-ditch effort to justify some of their original PR talk. None of it is going to matter to people who bought a One and don't have a stable internet connection. It mayeswell be locked behind Gold.
 

ekim

Member
untitledgxjmu.png


Whatever
 
neogaf is schizophrenic...

It almost seems like no matter what MS says we want the opposite here.

Neogaf: BS! CLOUD TECH IS BS! SHUT UP AND SHOW PROOF!
MS: Okay, we're working on a demo for you. Thanks for the feedback.
Neogaf: Conspiracy! Conspiracy! You're going to try and fool us!
Neogaf: Why don't you just show the damn game, jesus!

sigh...


You know, trying to personify GAF will always make it look schizophrenic, because (and this is clearly a hard concept for everyone to understand) you cannot generalise about a community's opinion or reaction.

On the other hand, cloud-based compute is still a very sketchy idea, and tech demos being streamed to me, give me no real idea about how valid they are. That Crackdown demo doesn't have me dancing on the table shouting "cloud compute is here now!". If anything it raises more questions.

Be ready to deal with the skepticism until we all have sound examples of cloud compute on our machines working locally (or as locally as the cloud can be).
 

Kayant

Member
"#developconf cloud isn't just for big boys yes TitanFall uses 100,000 servers but Indies also use #cloud... Rob Fraser CTO Cloud Microsoft"

https://twitter.com/lee_stott/status/486430990420963328

But not all exclusive games use it in the first place apart from TF and Forza 5..... Is there a list of released exclusive XB1 indie games with MP? because it makes sense for them to use free servers if that option is there as we have been told no? but I have yet to see any indie devs talk about azure.
 

manual4

Banned
All this cloud talk still sounds to me like some last-ditch effort to justify some of their original PR talk. None of it is going to matter to people who bought a One and don't have a stable internet connection. It mayeswell be locked behind Gold.

because building crackdown using cloud tech from a company they help founded is all for the sake for pr. cboat will tell yah to get your head out of his butt.
 

c0de

Member
This will be very interesting. But how doctored and controlled is this test going to be? They could easily cook these numbers. Latency is a real factor here. You can't compare a world class internet connection of a huge corporation to some dude who lives in bum fuck Nebraska.

That's what I am skeptical about with PSNow, too.
 

Alx

Member
Any liveblog?

"#Microsoft Cloud gaming its more than just streaming your games.. Rob Fraser Cloud CTO #developconf"

https://twitter.com/lee_stott

As a matter of fact it's also more than offloading some processing from the console... cloud computing is the most impressive (and difficult) use of "the cloud", but I hope they'll also mention creative uses of shared information. Having personalized AIs populate games all over the world or accessing your friends progress or media is a good start, but still a simple one.
 

geordiemp

Member
The problem I have with the MS Azure cloud and Sony PSNow is that it all the latency stuff assumes everyone lives in USA with a data centre down the road.

As a person in EU I just cant see how this stuff will translate to a world wide audience ?

Taking COD for example, the time to kill for 2 shots at 720 RPM is 75 milliseconds. For some guns its 100 ms.

For me online games ping should be way less than 50 ms to make many games playable, add multiple people and I just cant see adding streaming or cloud compute is going to work other than for a select few (world wide).

Personally I think distributed servers world wide would do allot more for gamers, as would games running in 60 FPS with decent net code than this PR nonsense,
 

Cynn

Member
Nothing like a complex and unreliable solution to a self created problem. Cloud has a place in all future tech but compute won't be a good fit for several years. Put a good gpu in the next console please.
 

DevilFox

Member
Very curious to see what they'll achieve with this thing, so far it's just talk.
My doubts is that it's all a show of big guns, the concept obviously is real but I still wonder about the application of the technology on a large scale of games rather than a dozen of them in the entire generation and for something more useful than a couple of particles, with good performance and keeping the game worth playing offline.
When they announced it I immediately thought it was too soon, let's see if they're right.
 
Power of the Cloud - Microsoft Cloud Demo (simulating ~35,000 falling chunks)
05X3QVF.jpg


Power of the GPU - Resogun (no internet required)
The entire environment - everything - is built up from these voxels," explains Kruger. "All of the cubes that you see flying around - there's no gimmick, no point sprites, it's not a particle effect, they're actual physical cubes. In gameplay, dynamic cubes with collisions, floating around, you can get up to 200,000. Our engine supports up to 500,000 but in actual gameplay scenarios, it rarely goes over 200K.
http://www.eurogamer.net/articles/digitalfoundry-vs-resogun
3Pe9.gif
 

QaaQer

Member
Q: Who are going to make these cloud based games?

Is it the third party lot? Because I can't see them making anything that cuts out revenue from Sony.

Does that leave first party? Because they don't exactly make roads outside of the core franchises very often.

All very well getting excited about this, entering into can it/can't it debates. The main thing at the centre of it all is whether or not anybody will actually use it.

Look at the adoption of Move, Kinect, Wii Motion+... anything that falls outside of core console functions. Not a rosy picture for adoption is it?

It's in the early phases, like VR. Maybe next gen we'll get cloud based VR games, for this generation though, cloud isn't economically sensible for game developers as they still have to make their game run on local hardware. Adding cloud stuff is just an added expense for no gain.
 
Top Bottom