I just don't get how they are going to sell the power of the cloud without always-online. I mean I guess it has potential but how are they going to allow an 'offline' version of a game without severely impairing it?
Xbone Offline:
Xbone online:
I just don't get how they are going to sell the power of the cloud without always-online. I mean I guess it has potential but how are they going to allow an 'offline' version of a game without severely impairing it?
A lot of AI routines don't need to be to the nanosecond. Physics and rendering does. I'm thinking if you have a open world game, and are using the cloud to handle AI, and persist the world, most of that world isn't being directly interacted with by the player, so it doesn't need to respond that quickly.
I still wonder while all of a sudden in this gen it is power that matters most? When was the last time the most powerful console in a gen was the best one with the best games? In fact it is usually the opposite and this was clearly recognized until very recently.
The PS2 did fine when the Xbox was clearly producing better looking games, same with the PS1 VS N64 etc.
Because the thing you are rendering on the cloud would be several frames behind what you are rendering locally and look like arse.
the best thing about this "cloud" thing... are the google ads..
lol.. they keep poping up.. (YOUR .. lol)
Right, because before this the general consensus was that it was completely possible? Some people claimed that the cloud (I.e. Windows Azure) doesn't even exist.Thank you Digital Foundry for pushing back on these absurd claims
Thank you Digital Foundry for pushing back on these absurd claims
The offloading of AI is discussed in the article among a few other potential areas the cloud can be used. These sections of the article weren't quoted in the OP.
Crowds can react a few frames behind without people even noticing it's not like it's the players on the court reacting a second later it's the crowd reacting after something happens just like in real life.
Crowds can react a few frames behind without people even noticing it's not like it's the players on the court reacting a second later it's the crowd reacting after something happens just like in real life.
No, but we can be glad someone in the gaming press is calling bullshit.Did we really need Digital Foundry to tell us this?
Right, because before this the general consensus was that it was completely possible? Some people claimed that the cloud (I.e. Windows Azure) doesn't even exist.
I think it's completely legitimate to deflate PR claims, but the reaction has ranged from skepticism to untenably vociferous criticism of the entire concept. I don't think anybody except a handful of MS weirdos believed the hype in this case.
people will believe what they want to believe, and 'the cloud' seems like a term that people have been fooled into believing is some magical thing, even though they can't explain how it's different to the internet, or how it works at all.
Imagine riding into Armadillo in RDR to find out that the town has been attacked by bandits who are trying to make off with the Sheriff in tow, so you join the shootout to rescue him. Only instead of being a mission or a randomly generated pre-programmed occurrence it's a result of the AI work being done on the cloud server while you were off in Thieves Landing.But what would really be the use in that?
When the AI is near the player character the AI routines would need to be running locally. The cloud processing AI not in your proximity seems pointless since you can neither see or interact with them..
Serious question:
Can a system like onLive be allied with local rendering? Forget the compute shit, I'm talking about what services like onLive and Gaikai currently do. Imagine if 70% of rendering is done locally and say it forms the foreground and the rest 30% is rendered in teh cloud and streamed back. In essence developers would have decide what has to be rendered locally and what part will be done offsite.
Can that be done, synchronization and image compression issues notwithstanding?
Not really, they simply point out the truth.Does this mean that Eurogamer writers are now on Sony's payroll or simply biased?
No the cloud can't render parts of an image (it could, but too many problems to be realistic). Either render the whole deal and video stream it like Gaikai, or do some calculations, which the local client uses to render the image on the console hardware. Applications for this is AI etc.Serious question:
Can a system like onLive be allied with local rendering? Forget the compute shit, I'm talking about what services like onLive and Gaikai currently do. Imagine if 70% of rendering is done locally and say it forms the foreground and the rest 30% is rendered in teh cloud and streamed back. In essence developers would have decide what has to be rendered locally and what part will be done offsite.
Can that be done, synchronization and image compression issues notwithstanding?
For the record, this is hardly a theory anymore
crazy buttocks on a train confirmed this is EXACTLY what happened. Microsoft originally was going to go with an actually fully online, always on console... that would require an internet connection just to play even single player games. After early gamer backlash against the leaks, Microsoft decided to roll back the most severe requirement and go with a once-every-24-hours check.
I don't think anybody except a handful of MS weirdos believed the hype in this case.
It is easy to rubbish said claim yourself by simply asking "Do I really believe they will have 10 times the number of servers available on launch day? What would they use them for when the usage isn't going to suddenly jump tenfold?"Do they disprove/rubbish the 300k server claim?
I reckon/guess that the Sim City debacle was the real wake up call not some reaction to some leaked docs.
EA really shit the bed for their partner in crime.
Serious question:
Can a system like onLive be allied with local rendering? Forget the compute shit, I'm talking about what services like onLive and Gaikai currently do. Imagine if 70% of rendering is done locally and say it forms the foreground and the rest 30% is rendered in teh cloud and streamed back. In essence developers would have decide what has to be rendered locally and what part will be done offsite.
Can that be done, synchronization and image compression issues notwithstanding?
No, it actually was the Orth debacle what caused this. They fired him. The shitstorm was gigantic, they obviously noticed this and our insider confirmed it.I reckon/guess that the Sim City debacle was the real wake up call not some reaction to some leaked docs.
EA really shit the bed for their partner in crime.
The crowd can not be rendered a few seconds behind!
Do you even know what rendering is???????
If the crowd was rendered on the cloud then it has made the image data for the crowd that then the local console has to download and then composite on the rest of the frame data!
You would have the crowd rendered out of place when the camera moves!
I am getting really sick of having to point out simple things like this!
No, it actually was the Orth debacle what caused this. They fired him. The shitstorm was gigantic, they obviously noticed this and our insider confirmed it.
Onlive is sending you video of final framebuffer.
Onlive technology can't be mixed with local rendering or you will have something like FF8 or FF7 3d models on video (like FF8 battle of gardens)
Frames not seconds & maybe this is the reason why the Xbox One has 3 display planes
"The power of the cloud" is just one of a series of golden shit nuggets including 5 billion transistors, rocket science and 200gb/s system bandwidth.
Man was it ever a shit move to fire Adam Orth after this whole situation played out. Microsoft is just a complete dick company all around
Amazon web services? Google? Rackspace?
Microsoft is not "industry leading" in cloud computing. At all.
Well he disclosed information that he wasn't suppose to, regardless if it's true or not it was a dumb move on Orth part. You work for big company, sign NDA, you should be mindful of what you post on social network. If you are not sure then don't post.
It would have blown over but all the rage on NeoGAf pretty much ensure his demised, since the mass were calling for his head what was MS suppose to do? Shrug, I would do the same if my employee went on line and talk about company project that he has no business discussing.
Imagine riding into Armadillo in RDR to find out that the town has been attacked by bandits who are trying to make off with the Sheriff in tow, so you join the shootout to rescue him. Only instead of being a mission or a randomly generated pre-programmed occurrence it's a result of the AI work being done on the cloud server while you were off in Thieves Landing.
I don't think that's an unrealistic possibility.
I believe the major uproar from gamers was evidence of that we all took it for good fish (and rightfully so it turned out).Or is it too much of a giveaway?
Frames not seconds & maybe this is the reason why the Xbox One has 3 display planes
Seconds or Frames it does not matter, it will be as clear as day that it lags behind!
I got this one:the best thing about this "cloud" thing... are the google ads..
lol.. they keep poping up.. (YOUR .. lol)
Thats a possibility sure, but how is that better serving the game? Perhaps I ride into town and nothing is happening? What do I care what the AI has been doing prior to encountering them? and once I do encounter them, their routines need to be running locally because they need to react to me.
Then you ride into town and nothing is happening. I'm not sure what kind of argument this is supposed be, sorry. Sometimes in emergent gameplay, emergent things don't happen, so you shouldn't have emergent games at all?Thats a possibility sure, but how is that better serving the game? Perhaps I ride into town and nothing is happening?
I thought it'll be used to process AI scripts in cities or something else that doesn't need fast input.
This all sounds like an incredibly expensive and difficult way of doing not very exciting things.
Imagine riding into Armadillo in RDR to find out that the town has been attacked by bandits who are trying to make off with the Sheriff in tow, so you join the shootout to rescue him. Only instead of being a mission or a randomly generated pre-programmed occurrence it's a result of the AI work being done on the cloud server while you were off in Thieves Landing.
I don't think that's an unrealistic possibility.
I just don't get how they are going to sell the power of the cloud without always-online. I mean I guess it has potential but how are they going to allow an 'offline' version of a game without severely impairing it?
Are X1 games going to have a notice or warning on the game stating it requires an always-on connection? I could seriously see this backfiring big time. I'm not discounting the "power of the cloud", but without a stead speed and always-on internet connection, the cloud can't work for everyone...
So devs will either need to create two games, or the features that use the cloud will be superficial at best.
Then you ride into town and nothing is happening. I'm not sure what kind of argument this is supposed be, sorry. Sometimes in emergent gameplay, emergent things don't happen, so you shouldn't have emergent games at all?