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Can the Xbox One cloud transform next-gen gaming?

Xbox One will sit in your living room and burn through not the paltry 1.2 teraflops of computing power as was rumoured, but almost five teraflops - as much as the flagship £800 NVIDIA Titan graphics card. And then it will get faster and faster over time. At least, that's if the latest Microsoft PR campaign is to be believed. But how realistic is it to move game processing to "the cloud" and keep adding to the resources developers have available? Do Microsoft's claims have any basis in reality? Is this a tactical play to compete against the tangibly superior fixed-spec of the PlayStation 4 or is this really just wishful thinking?

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FrigidDARKNESS2507d ago

Yes it can and it will. Cloud gaming is the future. Developers are already being provisioned by MS to use the cloud for developing games.

Thantalas2507d ago (Edited 2507d ago )

The gist of the article is that real time rendering seems unlikely, but that Cloud computing on the Xbox One can be used to improve multiplayer games, more players, better match features.

3 quotes from near the end of the article:

"What's obvious at this point is that the concept of cloud computing looks uncertain and unlikely, and Microsoft needs to prove its claims with actual software.

Frequent references to Live and multiplayer gaming suggest a less exciting, though certainly valuable, use for Microsoft's new servers in providing better, conventional, multiplayer experiences.

Microsoft needs to prove its position with strong ideas and practical demonstrations. Until then, 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."

SITH2507d ago (Edited 2507d ago )

Real time rendering unlikely, then you suddenly remember Onlive, and Gaikai a now Sony owned company both used cloud processing to real time render entire gameplay to you home via streaming. Microsoft's cloud processing does a helluva lot less cloud processing than an entire game.

http://gizmodo.com/tag/clou...

http://gizmodo.com/5692903/...

Aery2507d ago

All this story about "infinite power of clouds" are just funny and raise the morale :)

GameNameFame2507d ago

Basically a one of the most trust worthy gaming journalism calls MS a BSer in very polite long article.

duli142507d ago

Below are examples of how MS will use the infinite power of the cloud
http://img.pr0gramm.com/201...
http://i.minus.com/iOYucNxD...

panbit862507d ago

LMFAO! These were good ones!

Mikeyy2507d ago

If this cloud was really going to transform gaming then at the hardware reveal MS would have showed us its power rendering a game at ultra PC max settings on the xbone..

Yeah that didn't happen, sorry fanboys.

Ticklez2507d ago

Am I the only one that reads xbone as x-Bone? Ha

Mikeyy2507d ago (Edited 2507d ago )

Nah haha the pun was very much intended :)

thechosenone2507d ago

If you would have read the article then you would know that the answer to that question would be a big resounding, no. And if you think Sony isn't already working on something similar and will allow MS to get the upper hand in the future then you're kidding yourself.

"Microsoft needs to prove its position with strong ideas and practical demonstrations. Until then, 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"."

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KILLERAPP2507d ago

Cloud bullshit needs to stop, at least in the terms of it helping the game to render better visuals in real time. ~95% of the game rendering pipeline requires extremely fast access times, and the remaining 5% could receive help from cloud but it would not be much. Global Illumination states could be rendered on cloud and buffered to the console for later use [no one will notice if global lightning is off by 5 minutes of sun travel time], or cloud can work on "world AI" calculation for MMO/Skyrim type games. That means providing consoles with general AI states of groups of people [factions], not individual NPC-s. As for GI states, bluray is big and a lot of them can be stored there.

And for those who want for cloud to magically start ignoring lightspeed limit, packet loss, server load balance and start helping real rendering pipeline, you need to face reality. Killzone Shadowfall uses 6MB of RAM to calculate AI. Majority of those 6MB is refreshed every frame, which means that for 30fps game you need to have 180MB/s internet connection speed [or 1.4gbit, which is is faster than LAN controllers can provide in PS4/X1 console and your PC]. Of course, AI data can be smaller, but still, user that have perfect 8mbit [1MB/s] internet access all the time [no family memebers watching netflix on other device :D ] will recieve only 34 KB of data per each frame of 30fps game [half of that in 60fps game]. If the game can really take advantage from that measly ammount of data, sure, go for it. Users with data caps will also spend 3.5 GB of data per hour. Not cool.

Microsoft Studios corporate vice president Phil Spencer has clearly stated hard truth:

“Cloud is a really interesting place to invest and we're investing a ton in the cloud,” Spencer told IGN. “Whether cloud rendering ends up being the killer cloud feature, I'm a little skeptical that will be where game designers will actually see the promise of the cloud paying off in their games. We're seeing a lot of our studios putting that power toward the experience that's running locally on the Xbox One and how the combined capabilities of the device and servers in the sky create a more immersive experience."
http://ap.ign.com/en/news/6...

As expected, cloud is great for managing communities and sharing data between devices, but its far away from directly helping rendering of the local games.

Qrphe2505d ago

I know I'm late to this but I'm glad someone understands

2507d ago
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