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Square Enix Gets in Cloud Gaming With Project Flare to Replace Consoles with “Virtual Supercomputer”

Square Enix just announced "Project Flare", dubbed by the company as "A technological breakthrough in cloud gaming."

According to the announcement the project promises "Cloud games powered by virtual supercomputers," that "will revolutionize the way users will interact with content, and how content is delivered to those users, enabling new experiences."

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GentlemenRUs1386d ago

Calling BS on this till there is actual proof and facts to back up the "Power of the cloud" nonsense.

GentlemenRUs1386d ago (Edited 1386d ago )

Erm, That's Streaming... Not graphics powered by the cloud...

Maybe I worded my OP wrong =/

Remember! Streaming and powering a game on a console with graphics from the cloud is a whole nother thing.

mhunterjr1386d ago (Edited 1386d ago )

What this article is talking about is cloud computing, not streaming games from the cloud.

I think there is promise with cloud computing, but your links don't really show it.

rdgneoz31386d ago

You do realize that Hawken is an online MP game with servers. Why not say MMOs are using the power of cloud as well... aka dedicated servers.

As for streaming games via Gaikai or this, it'll always be limited by bandwidth and latency. Not everywhere in the world has a perfect connection.

adorie1386d ago

Nvidia already showcased what you need to do cloud based graphics rendering. SE can't even afford to do that with 1 game. Don't tell me SE are doing the smoke and mirrors thing too, and if they are,it's probably meant more to persuade investors, than anything. Sony are one of those investors, I don't think they are impressed.

Call me pessimistic, but until I see a break-down of their plans, I will remain so.

black0o1386d ago

@mhunt did u see this in the article http://cdn2.dualshockers.co...

u upload ur input and get a video streamed to u

ShinMaster1386d ago (Edited 1386d ago )

So it's similar to Gaikai and Onlive, but better?

The game is computed in the Cloud and then streamed via video signal to the user.
http://i.imgur.com/mswTZd3....

Doesn't seem like it will be viable for at least a few years. Not for most people anyway.

mhunterjr1386d ago

@Black0o That's part of the equation, but it really isn't the meat of what they were showcasing. They were specifically distancing themselves from simply streaming a single instance of a game, and are developing architecture that will allow multiple servers to handle processes for a single users game.

nukeitall1386d ago (Edited 1386d ago )

@gentleman:

It is real!

Did you see the below cloud rendered stuff?

"CloudLight maps the traditional graphics pipeline onto a distributed system. That differs from a single-machine renderer in three fundamental ways. First, the mapping introduces potential asymmetry between computational resources available at the Cloud and local device sides of the pipeline. Second, compared to a hardware memory bus, the network introduces relatively large latency and low bandwidth between certain pipeline stages. Third, for multi-user virtual environments, a Cloud solution can amortize expensive global illumination costs across users."

http://www.youtube.com/watc...

@ShinMaster:

The difference is that Gakai and Onlive uses one console unit, whereas the SE one is distributed computing by a cluser like setup. It means there is one game instance running for all the users, as opposed to one instance for each user like Gakai and Onlive. This means that SEs solution is flexible, because as they add users, they add more procesing power and it benefits everyone in the game. The game actually improves as you add more power, whereas Gakai has a set figure of resources it uses. Adding more power only means more users, not increased fidelity.

i.e. the entire cloud powers one game instance.

SE is increasing user experience, whereas Gakai is fixed user experience barring crappy internet.

That is at least what I inferred from the PDF.

I'm not sure how they are reducing the game latency though.

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1386d ago
mhunterjr1386d ago (Edited 1386d ago )

I find it hard to believe enthusiasts of such a tech heavy industry like gaming would be so dismissive of emerging technologies. Instead of having the attitude that cloud computing is a joke (teh cloudz)and has no place in gaming, we should be rooting for progressive thinking and hoping for the next big breakthrough.

I for one, am looking forward to the future.

black0o1386d ago

it's more like remoteply cloud gaming is a fancy word if u ask me
and latency/bandwidth is what's holding us back

Volkama1386d ago

This looks like standard game streaming as we already understand it from the likes of OnLive/Gaikai. The only difference appears to be that the games will be built to take advantage of the server resources, as opposed to just hosting existing games that were built for consoles.

Can a step that obvious be referred to as a breakthrough?

JunioRS1011386d ago

The question is not "can games be cloud computed?"

The question is "is it practical? is it realistic?"

Cloud computing has a very large problem that people desperately wish to ignore, and that is latency.

The reason pro gamers use WIRED controller and WIRED headsets and 2ms RESPONSE TIME monitors, is because of latency. A wired controller is noticably less latent than a wireLESS controller, so what do you think happens when you move the console MILES away from the user's controller?

It is literally a problem of physics.

Even if your internet was 1000GB/s, your controller input would still need to travel miles, register, have an impact, and then be sent back miles, to register on your television.

This is not realistic.

cabbitwithscissors1386d ago

We'll probably need to wait for quantum computing for latency to not be an issue... but then when quantum computing does become a reality, cloud wouldn't even matter anymore.

IT has basically been a cycle... when it first started, centralized computing ala mainframes was popular, then distributed computing, then consolidation, then web, then virtualization and now cloud...all of which are centralized, distributed, centralized, distributed....ad infintum...just wait for the next cycle and you'll see what I mean.

all of this is repackaging an old product in to new clothes.

mhunterjr1386d ago

What you are talking about it a limitation of clou streaming. What this article is talking about is cloud computing. This would be used to handle less latency dependent tasks like AI. It would also remove the limitations of having a fixed CPU, as you'd have an entire network to perform your calculations.

Imagine having thousands of full fledged AI on screen, without your local CPU taking a hit at all.

Volkama1386d ago (Edited 1386d ago )

^^ My understanding was that they were game streaming like Onlive/Gaikai, but I was brief in reading. The diagram does note "streaming video" though.

What you are referring to is the kind of thing Microsoft have been eluding to. And yes, AI is a great example of how it can actually be applied here and now.

Whatever the method, it's hard to see a struggling company like Eidos getting the necessary infrastructure in place...

Irishguy951386d ago (Edited 1386d ago )

I beleive this project flare is getting by that no? You are no longer interacting with a computer miles away. The computer is streaming the graphics to you while youy play on a weak console. Meaning you are interacting with the device a few meters away. Think of it, as...you are playing a game on very low settings on PC. However, another device is sending the extra processing power to your console so that the graphics can max out. Thus the 'supercomputer' part. Onlive and Gaikai are literally you just connecting to a PC Miles away and controlling that PC from miles away.

Or at least I think that's hats going on here/ That's how the article is explaining the difference no?

You are not interacting with something miles away, you are simply being sent extra processing power. It is the same as [email protected] for Ps3, except you are receiving the processing power, not sending it away.

What mhunterjr said is correct. YOu are still playing the game on a local console or device that is merely capable of running the game. However it cannot run it well, another computer miles away is enabling your device to display high end graphics.

This is nothing like current cloud streaming services.

tudors1386d ago

It still has to do that in a normal MP game regardless of if it's on cloud or not, in theory it would be much better because you are putting less strain on your own hardware, I know what you are trying to say but this is a problem that affects you regardless of whether or not you have dedicated hardware or dedicated servers, what gives you the idea that you would have more latency issues?

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cabbitwithscissors1386d ago

This is going to end in failure. Nothing current today is able to remove the requirement for a capable end user device...nothing. A cloud is just water vapour and this is going to end up as vapour ware.

fenome1386d ago

I miss Squaresoft, Square Enix has totally lost what made the magic in the first place.. kinda makes me sad, Final Fantasy used to be some of my all time favorite games back in the day, their totally directionless now the way I see it.

Don't get me wrong, I'm not downplaying cloud-computing, but I think a lot of people (especially in the flamewars) think it means something different. I'm typing this right now in THE CLOUD. The cloud is the internet, the "clouds" are servers, that's what it is without the magic attached.

I'm not saying their aren't real possibilities to be had here, people are constantly finding new ways to improve what they can do with it and utilize it more. I just wish Square would try to find out why their last games sold out fast and then got bagged on.. I wish they'd maybe go back and play some of their old games and see where they lost their "heart". I can't wait for Kingdom Hearts III, but for the last few years I consider them "heartless"..

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