Xbox One: Cloud Will Quadruple the Power, Says Microsoft
New submitter geirlk writes "Toms Hardware reports that 'Group program manager of Xbox Incubation & Prototyping Jeff Henshaw recently told OXM that for every console Microsoft builds, it will provision the CPU and storage equivalent of three Xbox One consoles in the cloud. This allows developers to assume that there's roughly three times the resources immediately available to their game. Thus, developers can build bigger, persistent levels that are more inclusive for players.'"
I know Nvidia has been experimenting with the idea and it has been mentioned here before many times.
I would not be surprised if MS teams up with them but from my impression it is not ready for prime time. Latency is bad and home ISPs suck. -eg my fiber FIOS is not capped at 200k a second! Need to pay $155 a month to unlock it back to where it was last year?!
With ISPs given a free ride to get rid of Net Neutrality they are deprioritize anything unless they double dip the consumers and site owners each way here in the US. Large textures with little latency being pipped back pre-rendered seems out of reach.
http://saveie6.com/
There are currently too many people playing your new game, and the servers can't handle it, so... yeah...
Isn't this just leading up the same chaos that is any Ubisoft game launch?
It is an always connected device, unless they have come up with a way for the cloud thing to work without an internet connection.
Of course this also means that if you lose your internet connection, then you have 1/4 the processing power to run your game.
They might have 3 times the expected peak usage but NOT 3 times the power of every XboxS sold.
I can't wait until MS decides that the servers running my favorite game aren't profitable anymore, so I am incapable of playing it anymore.
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I read that as "more invasive for players". Which is probably true.
Cool, it'd be extremely difficult to use computing power offsite to do real-time calculations in parallel with local calculations. But it sure would be handy for crushing the used game market if we could lie say that we needed handle things server-side so you have to be online to play the game.
Also it would be cool to mine everything you do since it'd be easy to market. People will agree to all sorts of seemingly minor invasions of privacy for trivial gains, like free stuff, or especially if it was required to play the game. ...What am I saying. That would never happen.
Always on. And what happens when you have a shit internet connection?
So by "Power" they mean "Dependence on Mother Microsoft"
NOPE
Cloud: Buzzword, meh.
+
Phone-home requirement: Disturbing.
+
Camera and mic that can't be disabled at all: Frightening.
=
I can't tell if this is 1984's telescreen or Max Headroom's rebus tape feed.
Either way I'm not letting one in my house.
Correct me if I'm wrong but most games are not even remotely inhibited by CPU usage. Mostly it is a issue of GPU which their cloud would not address. They seem to be trying to sell something designed from the ground up to combat piracy and used games. I haven't read one feature yet that is superior or doesn't make me think why the hell would I want that.
I think the main reason for the always on Xbox is so they can shove ads up our eyeballs, free2play everything with in game marketplaces, and just basically ruin video games. Enjoy the future kids and remember this as the end of an era.
Simcity is not an MMO. They tried to say it was, but it isn't.
This won't work for any calculations in game that are latency sensitive. Someone push a button and the game needs to react? Cloud magic won't help, you need to deal with it locally.
It won't work for anything that's data-intensive, because they can't expect to send significant data back and forth reliably while people are already trying to play multiplayer on a lousy connection.
Since those are the two main things where a console with this level of local power might need help... what the hell are they supposed to be using all these servers for? Sounds like another Simcity debacle in the making.
-- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
Why wouldn't they do that locally on one of the many CPUs that aren't required to show the game? Just what calculations are going to be so crazy intensive and yet have a dataset small enough where it's going to be faster to transmit it, calculate it there, send the results back, and load them?
There's almost no games that actually use four cores in a current PC, so what are they planning on doing that's going to require the equivalent of triple that while not generating (or requiring as input) a gigantic data set?
-- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
Theoretically, there might be some usage of AI operating on an enormous map, and those outside of a certain radius could be computed with latency not being a major concern. Take Skyrim, for example. If you are in Solitude, and guards are taking down a thief in Riften or a dragon is attacking near Windhelm, then that can be handled offline fine, although I doubt anybody would care and it would likely cause a ton of glitches.
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