Why Project Flare Might Just End the Console War
An anonymous reader writes "Project Flare, the new server side gaming technology from Square Enix, turned heads when it was announced last week. The first tech demos do little more than show the vast number of calculations it can handle with hundreds of boxes tumbling down in Deus Ex, but the potential is there to do much more than just picture-in-picture feeds in MMOs. As a new article points out, what's most interesting is the potential to use the technology for games that use more than one system — OnLive may have used this tech before, but only to play games you can buy on discs in the shops anyway, but the future is in games that need the equivalent of dozens of PS4s or Xbox Ones to power them. Ubisoft has already partnered with Square on the project."
Why to spend power in datacenters when people can use it at home? Other than vendor-lock, is non-sense. Another thing is how scalabe the thing is, etc.
>but the future is in games that need the equivalent of dozens of PS4s or Xbox Ones to power them
Or, you know, just a decent PC.
The fact that the new consoles utilize processors suited for low-profile notebooks is a joke
Imagine your game not starting because the 'physics' servers are down or you can't connect to them.....
The equivalent of dozens of PS4s are not cheap for a datacenter to buy and operate. If this happens expect to pay for your games per the hour. No more buy a console + game and then play hours per day for several months or even years on Xbox live or elsewhere.
Then it will be totally metered access. I can see why Square would like it but I can't really see the benefit for gamers.
OnLive was such a bastion of success wasn't it?
This reminds me of a certain coffee stand I drive by each day on my way to work.
Every few months it closes down, sold to a new owner who improves it and re-opens only to close down a few months later.
In the last few years I can count on one hand times drive thru was something other than completely empty.
Sometimes people just can't take a hint.
The company that last released a good game 16 years ago. I can barely contain my excitement.
There's a reason I've cut cable tv from my life. Being remote controlled and the only game in town, it's become overpriced, ad-laden, and content thin. If that's where gaming is going I will have to cut that too. The prospect of overpaying to 'stream' a laggy, ad-filled game experience with overly-constrained lossy-compressed AV doesn't sound inviting either. I LIKE the idea of having power under the hood locally, so to speak, just like I want server binaries for games to run my own servers and mod tools to make my own mods/maps. This way the game stays alive as long as there are interested players and doesn't die the moment it stops making money for its creators. To top it off, the current 'cloud' model for a lot of software now charges the 'owner-controlled boxed software' prices of the 90s for what amounts to a rent-a-go arcade level of service. What a rip-off.
The more computing looks like ibm's wet dream of 'service', the less interesting and more oppressive it gets. No thanks.
Even with modern broadband, latency is still an issue for these kinds of applications. In the article are some examples of currently used server side gaming enhancements, like "Forza 5 will even use cloud computing to monitor the way you drive, and alter virtual drivers’ AI (artificial intelligence) accordingly." That has no need for low latency. But if you want the environment to immediately react to players actions, there need to be low latency. And you can't remove the distance (and related network infrastructure) between the player and the data center.
doesn't MS provision the equivalent of 3 xbox ones for any xbox one that comes online?
i remember reading MS did this so the developers didn't feel like that had limited horsepower.
Some people kept saying "It's not that bad right now, it'll work eventually!", but Microsoft just (accidentally) tested OnLive's idea for low-latency games by introducing some small input lag into Windows 8.1. Guess what? FPS gamers noticed.
Other game types which don't need super low latency, I'm sure, will eventually get here if only because game companies are still annoyingly DRM-focused and this will make piracy impossible.
And you care about LCD response ?? HA-HA !! I laugh in your face (marketiers !!)
FLy by night away from here !!
Except as I understand it, most people don't already have a second gaming PC in the same room as the big screen TV. They'd have to either buy another desktop PC to put by the TV or play on a laptop, and as I understand it, PS4 and Xbox One are comparable to a gaming laptop.
Why spend $500 on PS4 at home when you can get a cheap client for under $100 and a $10/month subscription to such a cloud service, that would essentially be video-on-demand with input/output capability?
Monthly transfer overages. Satellite latency if you happen to live out of range of cable or fiber.
This would not work too well for multiplayer because of the latency between user-server-user, but would be great for single player.
Actually, so long as all the players' cloud sessions are running on servers in the same rack as the multiplayer game server, multiplayer would be just as good as single player.
On what planet does high latency translate into a better experience?
On fictional planets in essentially turn-based games, like what Square Enix has been putting out since Dragon Quest/Warrior and Final Fantasy in the NES days. The latency doesn't have to be any better than, for example, the ATB recharge time in FFVII.
Basically instead of streaming the game they're talking about offloading the peak cases.
The boxes example would of been fine as a precomputed animation. I'm guessing if the player interrupts the process real-time it becomes screwed up due to latency.
No matter what the use cases are going to be somewhat limited. Calling it a game changer at this point is just silly.
But its OK if yours just has the minimum.
download caps and lag kill this idea.
There's a few problems with that idea:
1. monthly caps from ISPs
2. latency
3. bandwidth
Get free satoshi (Bitcoin) and Dogecoins
Given how ridiculously elitist people already get when playing MMOs, that picture-in-picture demo horrifies me. I'm sure it could be useful in some games, but please keep that as far from MMOs as possible.
Simcity
Management: But you said it was working. ... at 3 FPS on a standard PC.
Engineer: It is
Management: Perfect, we can sell it by the hour until then.
Engineer: You're kidding right?
Management: No, seriously, BTW your new project starts tomorrow.
Engineer: but....
All games will disappear when the publisher pulls the plug on the server, not only the ones from EA.
I apologize for the lack of a signature.
Why to spend power in datacenters when people can use it at home? Other than vendor-lock, is non-sense. Another thing is how scalabe the thing is, etc.
The power cost is passed down to the consumer, so it's not really an issue. If the customer/market will bear the monthly costs, then there are other advantages.
1) The game doesn't have to deal with OS differences. The engine can be built for 1 OS in 1 language, and connect to simple video frame renders on the client system. No more "not available for Mac" or "Mac/OS, not Linux".
2) The game cannot be easily pirated or hacked, since the software resides on the server.
3) The game doesn't have to deal with slow, out-of-date, or sub-optimal systems.
4) The game doesn't have to deal with systems that have foreign applications installed. No driver incompatibilities, for instance.
5) The system avoids some latency issues.
6) The system can dynamically allocate CPU effort as needed. Rather than require the client to have enough power for the most complicated scenario.
7) The players don't have to manage bug fixes, downloadable content, or upgrades. Apply the upgrade to the system, and all users are running the most recent version, automatically.
I wouldn't want centralized software for local single-use (such as text editing), but for some applications it makes sense.
The example video is, well, just pathetic.
Seriously, my PC could handle that now. It's hardly a "demanding" case. Especially with boxes, which are quite easily to simulate physically.
Hell, the nVidia and GPU demos that I've seen do the equivalent with thousands of boxes - maybe not as pretty but they are unoptimised demos.
Just because your console is crap doesn't mean that farming it out as a thin-client will work - somewhere there still has to be the horsepower to do the job, and thus we're still paying for it.
Stop this junk where you want to find a reason to run the game off of the home console (and thus control piracy). Farming out data / video is a TERRIBLE idea. OnLive went bust trying to prove it. And yet every year, GPU's get cheaper and do more.
If you want to have a "killer" feature in the next-gen consoles, it's not thousands-of-boxes. It's going to be freedom (e.g. SetamBoxes, etc.).
Modern day computers can easily do this sort of stuff. Every single physics library, be it 2d or 3d has some sort of pile o boxes demo. Most of these can run similar numbers of boxes with ease on only a single thread, and the multithreaded and gpu enhanced ones can do thousands of boxes.
I don't see any application that could work well on this, as most of them can already be done on the local box itself, or the network latency would make it not pleasing.
I'm surprised no one has mentioned this more generic solution that's already in production:
NVIDIA's GeForce Grid
Larry Ellison was famous for being a huge backer of thin client computing in the enterprise. Of course, it failed for a large number of reasons such as mobile computing, the need to be able to work on documents locally, user experience, etc. If the enterprise environment wasn't conducive to thin client computing (i.e. low latency, guaranteed bandwidth, etc.), why would anyone think that a thin client gaming environment that relies on the Internet would be a good idea?
Do I look this stupid when I post trolls about Scientology?
I guess this is a good reason to stop.
Did they not know there was an 80s failed console called the flare? Didn't even get to market, sort of granddad to the Atari Jaguar.
I want a list of atrocities done in your name - Recoil
I have a 25 ft HDMI cable, with my computer desk in the back of the living room.
I've gathered from previous discussions on Slashdot that a lot of people have the computer desk in a separate room and are unwilling to cut holes in walls or permanently move the computer desk into the TV room. Instead, they are content to limit themselves to those games available for major consoles.
You can hook up a cheap laptop and push video from your main PC to it.
In other words, something like the dumb terminal mode of the NVIDIA Shield and the low-end SteamOS devices. But wouldn't that tie up the main PC so that another member of the household can't use it? A console doesn't tie up the main PC.
But wouldn't the user sitting at the computer see either game video or "This computer is in use and has been locked" while the game is running? I wasn't aware that popular home PC operating systems could run two user sessions at once.
Honestly if your that unwilling to do any of the suggested options then you obviously dont want to play and are just looking for excuses for ways that the proposed solutions dont meet your needs
I agree with you; I'm just trying to find the best way to explain it others. For example, one excuse I see often against buying a second PC instead of a console is that far fewer PC games support couch multiplayer than console games, as Aqualung812 pointed out.
This is the kind of rot that is destroying the gaming industry, we need more freedom, and cloud-based games takes freedom away and gives more power to the big corporations. Support more free games and independent games. Tell this sort of thing to shove it.
Look they tryed the same gambit with Simcity. The ultimate truth is, why would they spend so much money for those calculation, for the development cost , for the maintenance, when so far absolutely no game whatsoever would need such a heavy CPU requirement ? One word : simcity. The only reason is to prop up a BULLSHIT "we are doing server side calculation" in all single player game to have more DRM control over games. The truth is, there is no way whatsoever that 1000's (or millions) of player with their own GPU and CPU would be short on CPU whereas a single cluster would offer more CPU than the whole and be able to calculate everything, *AND* transmit everything in real time enough (or with error correction mode).
the article seems to indicate project flare is something new, but it isn't, it's just Another streaming gaming service, just like OnLive ans gaikai already were, and there already were some other services like that (but not so advanced)..
First off: Square Enix? YAY! Now they can put up a countdown clock for how long until they (or someone breaking into their systems, or both) misappropriate your financial information to make unauthorized purchases on your account.
Second off: Ubisoft? The "We're stupid enough to think DRM actually works, so fuck you, all you customers are really criminals!" company?
Third off: The latencies involved simply preclude certain types of games (like FPS).
Fourth off: It's still going to be in the shit-tastic console format?
PASS!
Chas - The one, the only.
THANK GOD!!!
All work and no play makes AC a dull boy.
The author of TFA clearly doesn't understand what 'the web' actually means. Four times the word 'web' is used, and in each instance, they should have used 'Internet'.
Today's web-technologies do not address the needs of cloud gaming.
Ive heard of this kind of thing being talked of, but has anyone yet made it work (as in profitable)?
A centralized server cluster runs the game, does the client graphics and pipes a compressed video feed to the players.
How much will player be charged?
How do they handle the 'rush' periods when use is maximized (graphics processing AND network?) and a lack of server capacity (specialized graphics so cant be ordinary server farm resource) will make the game operate sucky when there are the maximum number of people to see it be sucky ??
You can load level multiple games (some more heavily used than others) and spread heavy time slot usage a bit.
Will the high performance required by newest games continually make this a poor solution ?? (Too costly, mediocre quality games only ??)
It would be one thing if the argument were solely that people living in Story, Indiana or Nothing, Arizona couldn't get broadband speeds.
While that is an issue, it's not what causes much of the complaint about the state of internet services in the US.
I live in Seattle, within the city limits. I can't get better than 4.5mbps down on a good day, and certainly not in the evening when everyone's watching Netflix, short of ponying up for a business line to the tune of substantially more expense. Five years ago, I lived within spitting distance of the Google campus, and couldn't get better than 1.5mbps down. These are major cities, densely populated, with all the infrastructure right there.
By comparison, when I left Japan in 2005, my bare-bones residential service -- the cheapest, slowest, least-of-everything-and-still-be-online package gave me 18 mbps for around $30 a month. And it was scheduled for an upgrade, at no cost to the subscriber, to 24 mbps two months later.
The key difference? Competition. For all the malarkey about free markets and rainbows, the US market sucks for internet services. A handful of companies have effective geographic monopolies (or at least very small cartels), giving them leverage to jack prices and keep services at the bare minimum. In Japan, the kind of lockdowns that are the status quo in the US aren't possible due to an effective regulatory regime, necessitating that companies actually compete for consumers' business on the basis of service and price. The differences are amazing. Or depressing, depending on where you live.
"What in the name of Fats Waller is that?"
"A four-foot prune."