Just how powerful is the Xbox One? Microsoft explains.
the "Powa of the Cloud" is marketing PR. That's it. The Cloud is just DRM with a fancy name. It can't improve your frames per second, and can't improve your gaming performance. Any person with a background in IT will tell you this.
I suppose you are an IT, right?
so Sony should ditch Gaikai right?
Sony uses it to stream games they don't talk about it improving graphics like MS does. And Sony said that the Ps4 can use Cloud computing if the devs choose to
I Am an cloud administrator actually, and i know that what MS claims is perfectly possible. Its no more difficult then steaming video, in a cloud you are always dynamically linked to the nearest resource of cloud servers.
Other than background stuff, nothing is possible actively. They're massively hyping up something that has been around for years. Yes, I know, Azure, but how many of those servers are physical? You have an IT background apparently, you should know the difference.
It doesnt really matter if they are virtual, as long as the underlying hardware is in good shape. WHen it comes to cloud tech, yes its old, but a lot of tech's have been around for many years before they finally became feasible. And its not even perfect yet, but its a good time to start now, to build on cloud computing.
"I Am an cloud administrator actually" In all of your comments on this issue, I've honestly never seen you make that claim before. http://www.eurogamer.net/ar... "With latency an issue, the scope for cloud computation is limited to a subset of game tasks." "Average broadband speeds in the developed world struggle to reach over 8mbps as of Q3 last year - that's only one megabyte per second. This means that whatever cloud computing power is available, consoles will have available to them an average of 1MB/s a second of processed data. If we compare that to the sort of bandwidth consoles are used to, the DDR3 of Xbox One is rated at around 68,000MB/s, and even that wasn't enough for the console and had to be augmented with the ESRAM. The PS4 memory system allocates around 20,000MB/s for the CPU of its total 176,000MB/s. The cloud can provide one twenty-thousandth of the data to the CPU that the PS4's system memory can. You may have an internet connection that's much better than 8mbps of course, but even superfast fibre-optic broadband at 50mbps equates to an anaemic 6MB/s. This represents a significant bottleneck to what can be processed on the cloud, and that's before upload speed is even considered. Upload speed is a small fraction of download speed, and this will greatly reduce how much information a job can send to the cloud to process." "If we look at a typical game's requirements of its processors, we can look for opportunities to utilise the cloud. A typical game engine cycle consists of: Game physics (update models) Triangle setup and optimisation Tessellation Texturing Shading Various render passes Lighting calculations Post effects Immediate AI Ambient (world) AI Immediate physics (shots, collisions) Ambient physics Of these, only the ambient background tasks and some forms of lighting stand out as candidates for remote processing." "it's perhaps best not to get too carried away with the idea of a super-powered console, and there's very little evidence that Sony needs to be worried about its PS4 specs advantage being comprehensively wiped out by "the power of the cloud"."
@Foxgod: Ha! I call BS - as someone with 20+ years in systems/networking. If you know ANYTHING about "cloud", you know it simply can't work from a logical - let alone technical - standpoint, for videogames. Give me one example of a cloud workload today which is latency sensitive, as in a video game. They can say "offload a lighting model or large-world geometry", but what about the player who doesn't have a speedy connection? Instead of the annoying lag we see in current games, he's going to get what - fewer AI opponents on his screen? Buildings and trees that wink in & out of existence? Even in a single player game, as a developer, how do you know there will be sufficient cloud resources to perform your workload, and what happens if they don't respond afer a few seconds, or longer? How the hell do you code to hand off these discrete workloads, wait for the response, then incorporate the results into your real-time, latency-sensitive game? And even if you could, how can this REALLY be any better than just doing the processing locally? Gotta hand it to MS, tho. This is the new "Milo & Kate", and they know there isn't enough time in the world for some of us to educate the masses that'll believe this crap.
@Mystic In another article, he said he had a different kind of job. Someone called him out on it at that time, because he said this same thing before he said he had a different kind of job. Unfortunately I can't find it in his history because lately he's been on major damage control, and I can't be fussed to really find the actual comment.
MS still blowing clouds of smoke up everyone's ass I see. Yeah. When a 68gbps bandwidth with latency in the nanosecond range is considered on the slow end for a modern gaming device, adding a 1.5mbps to a 1gbps internet connection with latencies in the millisecond range isn't going to be able to do much. And you better hope that if you do have a good enough connection to handle the few tasks cloud rendering is good for, that your bandwidth doesn't stall during gameplay or those endless supplies of AI enemies are going to all suddenly become quite dumb, or vanish entirely. They talk about infinite open worlds. If you want to know how well this cloud gaming with infinite open worlds thing works, refer to PlayStation Home.
And folding home was a marketing campaign.
Not the same thing at all.
Do any of you even think through what you're saying logically, even if you don't understand the technology? Folding at Home: Here, work on this packet of data for several hours, then forward the results back to me. Gaikai: Run each player's game on a SINGLE, dedicated virtual server, and just send him the compressed audio/video and read his controller inputs. NEITHER of these are cloud services. One is distributed processing, the other is streaming.
And both were made possible with advancements in technology. Sony fans seem to think that nothing new is invented until Sony decides to invent it. Cloud computing already exist. Even in gaming. Sony fans just need to acknowledge that and stop pretending that it's not possible. I seem to remember a lot of the same kind of talk about Kinect.
Actually the xbox one hardware was designed around cloud computing for large scle games....however the ps4 hardware wasn't http://www.youtube.com/watc...
Cloud is software not hardware
Yes, and software needs to be developed, just like hardware. Complex software doesnt magically pop into existence, it takes many years to develop.
Given 300,000 servers comprise the operation of Xbox live and Xbox one cloud, I would say it is software and hardware. http://www.datacenterknowle...
There is nothing special about cloud computing, it's just distributed processing, I've been doing it for years. If Sony or PS4 devs want to do it they can, it's not rocket science. The trick is in identifying tasks that are not time sensitive since the latency is orders of magnitude higher then running the calculations locally. That really limits how the cloud can be effectively used.
@GoldenMonkey34 Yes they can, Yoshida confirmed it himself that PS4 is capable of cloud computing as well. But it's still not that big of a deal like MS is trying to make it out to be. At least not as of right now. Is the potential unlimited? Yes. But we don't have that potential quite yet.
@GoldenMonkey34 Actually yes I do know how much time and money it takes. I can have my own set up in a few minutes, all it takes is a credit card and a call to amazon. There are many companies with the servers already in place, you just rent the amount of computer power you need. Even building your own is not as difficult as you might think, I have first hand experience with that having consulted for a startup building a cloud service.
At least people aren't still hoping for the Xbox One to stream tflops worth of data over the typical 8mbps American Internet speed, right?
Methinks some people are a little threatened by the cloud. @Hammad, please read up on the differences and learn, son.
If you mean Sony, why? They have the same resources for cloud.
Sony has nowhere near 300,000 servers.
@dcbronco And how many servers does Sony have then?
I like how everyone pro-MS thinks that MS Azure cloud with 300K servers will be completely dedicated to the X1 console. Azure is a huge service for MS. It's used to run many different services through their cloud. I'd be surprised if even 1/10 gets dedicated to Xbox since it's the lowest performing division within MS itself. Personally, once MS proves the power of the cloud in actual implementation, then I'd be willing to call it a benefit. until then I'll use my common sense, and my own knowledge of game development to figure out it won't do what MS is saying anytime in the near future. I still stand by the idea that running the game completely on the cloud, and streaming it to the device will achieve much higher results.
There's nothing special about the One that allows cloud computing.
That's really another failure on MS's: not offering a representation of what cloud computing can do. Even if it was only a pre-rendered video.
I was waiting for this at E3, to have MS attempt to blow away people with the Cloud functionality but I guess they weren't ready for it (or don't have anything to back it up as they've proclaimed).
They did blow away people with cloud, i mean with the amount of hot air they were spewing out about cloud...
MS is having a developers Build Conference hopefully they will explain the cloud then http://www.buildwindows.com...
I seriously doubt MS is fabricated the processing power of the Xbox one coupled with the 300,000 cloud servers they spent a crap load of money and real estate to hold. I am so confident in the capability of what MS is pushing I reserved it and will buy another early next year for my son. I am very intrigued at what can possibly be with this cloud processing.
Do you realize that MS is simply adding up all the VIRTUAL servers that make up their existing Azure platform? Or do you think they're out there building huge data centers with 300,000 physical servers - and all that rack/power/cooling - just for your Xbox game?
I have mentioned before Cloud is a scam, no matter how you see it. (Copyright saves was part of their plan to force you to subcribe, now will be online multiplayer lol) youtube.com/watch?v=PQM2oKMBf f0 Why manage your data on your own when you can let a third party company control it for you? Keep in mind your information is at the mercy of them...
I think those dissing the cloud are used to Sony lying to them and think everyone else is too. MS is a huge player in the server market and they're leveraging server software that they sell to businesses with real problems they need to solve. Do you really think they'd risk that reputation on lies to move a few xboxes in comparison to the huge market of server software? If you don't work in IT you should STFU about the cloud, you are ignorant and know nothing.
Yes, MS really IS lying to you to sell more stuff. That IS their reputation. Read some of the technical debunkings out there on this cloud nonsense, and read some of MS's own vague comments about how something "might" work in some limited way. And then ask them to show you something actual. Or, just believe it, because you're so emotionally invested in Xbox that you'll believe anything as long as they give you a new Halo every couple of years. They've got a lot of people pegged, I'll give 'em that.
Yeah, nice. I guess it's a lot easier to click a bunch of "disagree" buttons than it is to make a substantiated argument. People deserve everything they're going to get if they buy into this garbage. Say hi to Milo in the cloud for me.
The cloud is not a joke. Microsoft has the most advanced data center infrastructure in the world. On the low end if they have 50 VMs per host that means they will have 6000 hosts to handle 300k vms. I am sure it is consolidated even further. They have ability to spin up VM resources for Xbox one dynamically only when needed . They will then use these resources to create persistent game worlds. Imagine GTA 6 is literally a living breathing city of real people (other Xbox one players) 24/7. Of course it doesn't mean they are going to be able to push more polygons necessarily Microsoft is awesome...they just really suck at explaining everything. I am an MS partner, so I can vouch for that.
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