They hadn't said "the cloud" would improve graphics either... most of their communication/demos mentioned AI or more recently physics.
It's already been explained (by me and others) in other cloud threads.
It'll be fun to see the reactions when we get a live crackdown demo. This gen is going to be hilarious.
And basically what you have said in those things boils down to Cost Savings for The Developer. Functionality wise there is no difference between a physical server and a Cloud And in practice Cloud services are used Very often as just a place for a server instance.
So what exactly is the Point of using "CLOUD" as some marketing bullet point when "the Cloud" is not exclusive to Microsoft OR the XboxOne?
Because a term is not exclusive means it can't be used? I'm confused. Dedicated servers aren't exclusive to MS or Xbox One either, so why can they use those???
"We're provisioning for developers for every physical Xbox One we build, we're provisioning the CPU and storage equivalent of three Xbox Ones on the cloud," he said. "We're doing that flat out so that any game developer can assume that there's roughly three times the resources immediately available to their game, so they can build bigger, persistent levels that are more inclusive for players. They can do that out of the gate."
It's already been explained (by me and others) in other cloud threads.
And basically what you have said in those things boils down to Cost Savings for The Developer
Functionality wise there is no difference between a physical server and a Cloud And in practice Cloud services are used Very often as just a place for a server instance.
So what exactly is the Point of using "CLOUD" as some marketing bullet point when "the Cloud" is not exclusive to Microsoft OR the XboxOne?
I Mean look at this Nonsense Quote:
its condescending BS that we are all tired of. I'm especially tired of the People that still haven't been updated on what the Cloud truly is and still try to feed me this nonsense on Facebook.
You wish.
I wish.
remain unconvinced in the crucial area. How are the economics of that infrastructure going to work?
Actually IMO that was one of the less condescending ones... "Infinite power of the cloud" is marketing-speak... Telling software developers that they can call on X Gigs of RAM and Y CPU for every single one of their customers is a specific measurable factual thing and is actually quite useful!
Yet "Retina" has been accepted and continues to live on.
Apple wins again! Take that "it's just a high resolution screen, gosh!" tech nerds!
lol
Its Marketing BS because Xgigs of RAM local =/= Xgigs of Ram in the Cloud
and Ygigs of CPU =/= Ygigs of CPU in the cloud.
Especially when you are saying this to the layman.
Throwing out that comment is akin to saying "hey i see you have a bike! I'm going to give you TWO Bikes and now you can move twice as fast!!!"
Throwing out that comment is akin to saying "hey i see you have a bike! I'm going to give you TWO Bikes and now you can move twice as fast!!!"
Not surprising. 'Cloud' has become a toxic PR term, they're doing themselves more damage by using it than they are generating PR for the console. If/when they have something more substantial to show (Cloudgine?) they'll be ready to use the word again.
They said "dedicated servers" in front of all media, two days after they came back to same cloud talking....
Indeed, it's hilarious. Microsoft just needs to stop it with the bullshit before it makes them look even worse.
So in your opinion, how do they answer these type of questions? Microsoft isn't really going out of there way to talk about this, they are simply answering questions. I can only imagine the outrage here if their answer was, "No comment."
However, for a streamed game you (1) don't need to sell expensive local hardware, so your customers have more free money to pay for the streaming service, (2) you can reach a much broader audience by streaming the game to many different an cheap devices, and (3) the development of the game is not impacted. Every game can be streamed. Conversely, you have to engineer a game specifically if it moves parts of it implementation into a network, and that adds to the complexity of design and testing in a time were game developers are already complaining about costs.
So one thing I don't understand is with Crackdown 3 they are theoretically offloading some computation from the CPU and doing that through the servers but that requires a online connection right? That doesn't seem to be a problem with a game like Titanfall where its basically only online mp but won't Crackdown 3 have a sp only campaign or can we assume it will require a constant connection to function.
That's a valid argument, and I expect that most IaaS-providers will explore the feasibility of GPU-instances as well. Many scientific and financial application benefit from GPU compute. Apart from that, running entire systems on cloud infrastructures will probably be a growing use case, as witnessed by Playstation Now.
That is actually still my main issue: why not just run the entire game "in the cloud" from the start? You can make the game available on a broader range of devices, since these only have to act as streaming clients, and you don't impact the complexity of game engineering.
My guess is that these demos are not a generally feasible thing, but just show cases, and only for selected games. Otherwise, it's much more reasonable to go directly to a streaming model like Playstation Now.
You missed my point: the sensible way would be to not use additional resources at all, but to design and engineer the game such that it runs on the local hardware (like game developers have done since ever). Because that costs nothing extra.
[...]And doesn't cost money per game, or require a separate sub from the usual one.
Example of good journalism. So the "cloud" got downgraded all the way to just dedicated servers.
Whoops.Univision staff sure is showing their support for USA, wearing kits.
never mind that Panama thing.
The cloud doesn't address graphics bottlenecks, but here it demonstrates how much of a strain simulating destruction of a complex scene can have on the CPU - an area where both PS4 and Xbox One lag behind even mid-range PC processors.
"It's also been stated that the Xbox One is ten times more powerful than the Xbox 360, so we're effectively 40 times greater than the Xbox 360 in terms of processing capabilities [using the cloud]. If you look to the cloud as something that is no doubt going to evolve and grow over time, it really spells out that there's no limit to where the processing power of Xbox One can go."
Hm, I can't see anywhere in that quote where he mentions it improving performance of the Xbox locally, it is very explicit that you get these things in the cloud - it doesn't then say "which is just the same as having it locally trololol PR bandit" ;-)
It's very specific about cpu and storage (not RAM - my bad)...and specifically talks about persistent worlds... which seems to relate directly to storage and dedi server power to me, no?
I'm not defending the infinite power of the cloud stuff, I just think that you're so annoyed by some of the marketing PR stuff that it's clouding (no pun intended) your view of some of the 'fair enough' stuff.
Hm, I can't see anywhere in that quote where he mentions it improving performance of the Xbox locally, it is very explicit that you get these things in the cloud - it doesn't then say "which is just the same as having it locally trololol PR bandit" ;-)
It's very specific about cpu and storage (not RAM - my bad)...and specifically talks about persistent worlds... which seems to relate directly to storage and dedi server power to me, no?
I'm not defending the infinite power of the cloud stuff, I just think that you're so annoyed by some of the marketing PR stuff that it's clouding (no pun intended) your view of some of the 'fair enough' stuff.
"It's also been stated that the Xbox One is ten times more powerful than the Xbox 360, so we're effectively 40 times greater than the Xbox 360 in terms of processing capabilities [using the cloud]. If you look to the cloud as something that is no doubt going to evolve and grow over time, it really spells out that there's no limit to where the processing power of Xbox One can go.
I am curious - what is the perceived difference between the cloud and dedicated servers?
They talk specifically about the Xbox One being 40 times more powerful because of the cloud... while in truth... The Cloud is independent of the platform. If the cloud makes the XBO 3 times more powerful then it should also make the XB360 also 3 times more powerful and also the Nintendo DS 3 times more powerful.
Its totally disingenuous.
Well, in this case, the "cloud" is just an undefined hyperym for servers that provide calculation power, scalabilty, dedicated spaces for online gaming, storage and more.
It's easier to just use "cloud" as an term than everything Iisted.
The one thing you guys are missing is... the cloud is a dedicated server. Cloud computing? Server side calculations. Cloud storage? Server side storage.