So they could use Cloud to calculate physics send the data back to the game and do a playback? How does that work? And could it do other things, like AI?
so if you dont have the internet your game will be just a barren waste land?
So they could use Cloud to calculate physics send the data back to the game and do a playback? How does that work? And could it do other things, like AI?
You can do this shit and make it entirely optional. At least in theory. And remember: Nintendo doesn't even have a "proper" account system in place, so DRM most likely won't become an issue, either. If the cloud does something for me, but doesn't restrict me, I'm all for it.Not you too, Nintendo. :-(
Unsurprisingly I don't get it.
Getting all first letters of every word, I get MERDE.
MERDE -> MURDER?
I won't like it because it will destroy my internet usage. A cloud-dependent game is effectively DRM.Don't worry, Iwata already said that the current Cloud business is not good yet for gaming, so if Nintendo implements this in the Wii U successor it will be differerent and actually a way people will like it.
Okay then we are on the same page. The numbers might be bs, but it's a viable tech. We just need someone to make it happen in the real world. At least on a console.
They are only researching it for heavens sake. People over react way too much. Bloody hell...
Easy way to get 40x the performance I suppose.
Research costs money which is then transferred onto the consumer.
When is Sony going to jump on this train?
When is Sony going to jump on this train?
...seems everyone is doing it.
It will be interesting re how this pans out by mid/end gen.
ya of course its useful tech its just more of an into-the-future kinda thing that probably exists more-so to infinitely extend this console generation into the future rather than to provide any immediate and practical benefit to gaming
You can use the cloud without relying on the cloud. And it's not necessarily DRM, either. Using cloud computing doesn't require product activation or anything.I won't like it because it will destroy my internet usage. A cloud-dependent game is effectively DRM.
They are only researching it for heavens sake. People over react way too much. Bloody hell...
Due to our unfamiliarity with available MMOG code bases [7,8],
we evaluate the above mechanism in an open-source first-personshooter (FPS) game, specifically Quake III. Although FPS games
are quite different from MMOGs in many respects, the basic game
loop and combat AI logic are very similar [1,19].
We built a prototype implementation of partitioned AI inside
Quake IIIs bot code. We employ Quake IIIs standard AI [21]
for every aspect of bot control except the direction of motion,
which we determine by a Taylor-approximate influence field.
Notably, we did not modify the target-selection logic or shooting
accuracy.
In this paper, we propose enhancing the AI of game servers by
offloading computation to clients. To address the problem of
latency, we partition each computation into a critical tight-loop
server-side AI and an advice-giving client-side AI. As an
exemplar, we design an enhanced AI for tactical navigation based
on influence fields, and we partition it using Taylor series
approximation. Prototype experiments show substantial
improvement in AI abilities, even with round-trip latencies up to
one second.
A further step with our prototype is to replicate the client-side AI
and test its ability to deal with client failure. Another step is to
add a local fallback mode to the server-side AI and investigate the
transition between advised and unadvised AI behavior. A minor
but practically important improvement is to execute the client-side
AI on a low-priority thread, to ensure that it does not disturb the
gameplay of the user on the client machine. Moreover, we would
like to implement partitioned AI in an MMOG and conduct a user
study to see whether it improves the game as we expect.
One aspect of client exploitation we did not consider is
information leakage, in which clients inspect glimpses from the
server to learn details of game state they should not be allowed to
observe. We would like to investigate anonymization and
obfuscation techniques to limit client visibility into offloaded
computations.
So the Xbox One's secret sauce is actually real? (Depending on the application it requires, I presume.)
so if you dont have the internet your game will be just a barren waste land?
This sounds like something for next-next-gen. I wouldn't expect much to come out until like 5 years have passed.
This is mere R&D, nothing substantial. It's great they're looking into it though!
Right, so...But research gives us real results, which then can hopefully be used in a real world application.
This is the paper I was referring to:
http://research.microsoft.com/pubs/72894/NOSSDAV2007.pdf
It is Microsoft Research with help from University of California, here's the most interesting piece:
Yeah, a lot of people in this thread laughing at those of us who have said the cloud will not work as Microsoft describes don't seem to realize that it is theoretically possible, just years off.
It's bullshit now. But that doesn't mean it didn't have potential.
It's currently virtual boy. In 15 years it might be occulus rift.
They are only researching it for heavens sake. People over react way too much. Bloody hell...
Research costs money which is then transferred onto the consumer.
So you are telling me that when MS as well as USC (iirc) researched AI distributed over the cloud it was bs? Granted it was a prototype using Quake III, but they clearly concluded that up to roughly 1 second of latency distributed AI performs better than local AI. It's in it's infancy, but there are very real applications for this.
Cloud computing is not bullshit. That's the only point. I don't care who uses it. It's in it's infancy for games, but I'm sure it will grow as an application. Especially if someone funds it on a large scale, like it looks like MS is attempting to do.
AI is probably the main area that could benefit from it right now, because it's the computation that is expensive, not just the storing and transferring of data across the system. For a simplified example, visualize the game of chess. Any possible board has exponential possible move histories, and arriving at the optimal next move can take a lot of cpu time. However once it reaches that solution, it would only have to transmit, say, two pieces of data back to the console (which piece to move, where to move it), which can be transmitted very, very quickly.
It's not going to make games look better though.
A game does not need to look better, to become better..
People have been playing MMOs for years. This research sounds more like scaling out the computational capability of server clusters for stuff like physics and AI, rather than gaming vmware.ya of course its useful tech its just more of an into-the-future kinda thing that probably exists more-so to infinitely extend this console generation into the future rather than to provide any immediate and practical benefit to gaming
Absolutely. I'm mainly aiming that comment on microsoft saying that their console is "infinitely powerful with the power of the cloud." More on the side of utter lie than bullshit PR speak. Reminds me of Sony back in the day.
Here's my logic; it may be faulty:You can use the cloud without relying on the cloud. And it's not necessarily DRM, either. Using cloud computing doesn't require product activation or anything.
Right, so...
From a technical perspective, I think it absolutely makes sense. AI decision making falls into a class of high-latency (or rather, latency-resistant) problem that makes WAN-side computation a viable option. It'll likely lead to some weird consequences, e.g. "hang on I need to unplug my router and make the AI stupider so I can beat this level", but the technology is sound. It could have some fun applications, not just for AI but for other, similar problems.
However, there are still a few misgivings:
1) this is only viable for that certain class of latency-resistant problem, which is another way of saying that it's only viable in the context of it being optional. This optional requirement isn't going away until consumers have super-reliable ISPs, and we aren't getting those until we have true competition, and :lol @ that happening in the USA any time soon. In South Korea you might be able to have some real fun, but in the US... we're taking window decorations here. For the immediate future, say the next 15 years or so, games that utilize "the cloud" will need to prepare for it to be unavailable for long stretches of time. Cloud features will, as such, be relatively confined to being window dressing.
2) having a dedicated server farm of processing power for a game (which is the whole point -- to vastly outclass the amount of computational power you have on your local computer/console) strikes me as a very "AAA" path from a game development perspective. Put another way: given infinite money and resources, what features can we add to games to make them better? As long as long as the game has to function without the cloud functionality, or put another way as long as the cloud functionality isn't central to core gameplay, I'm not sure the payoff is worth the expense. Granted, AAA games typically blow money right and left, so they'll probably do it anyway, but that doesn't mean it's a wise decision.
e: I remembered the 3rd thing
3) this isn't really a misgiving, more a qualifier: note that for an MMO, or some other implicitly online game, you have a stronger guarantee of connectivity and thus have less to worry about from a "contingency" perspective. Instead of the game needing built in logic for what happens when the connection goes out to lunch, you just get disconnected. Cloud features might be able to get closer to the core gameplay in that environment. There are also turn based games ("games that don't need a pause button") that could potentially take advantage of the lack of a real-time requirement to offload work to the cloud. So there's some hope for the immediate future here.
To explore this approach, we develop an improved AI for tactical navigation, a challenging task to offload because it is highly sensitive to latency
Unless we exceed the speed of light and violate causality in 15 years, it ain't gonna happen.
Don't worry, Iwata already said that the current Cloud business is not good yet for gaming, so if Nintendo implements this in the Wii U successor it will be differerent and actually a way people will like it.
This is where the "optional" part comes in. I'm totally willing to believe that we can achieve stable performance for 98% of the time, but the game still needs to avoid falling all over its face for the 2% of the time that packet loss is killing me or my ISP is being terrible or my router is acting up. That 2% is what kills us.I don't disagree with any of your points, but the items in this particular research involved latency sensitive items. Which is good news for less sensitive processes.
Locality. Elforkksu and I have discussed this to a certain degree. It's not as simple as that just locality, but if they do offer a one hop connection (like they mentioned in the Engineer's Conference) to a server then it should alleviate some of the issues. Other things like how the load is distributed helps as well, mentioned in the paper linked to above.
The speed of light is a cap on everything for sure though, can't disagree.
Miiverse is coming to 3DS, via a system update, by the end of the (financial?) year.
http://www.nintendo.co.jp/ir/en/library/events/130425/02.html