Microsoft: Cloud Will Quadruple Power of Xbox One

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So I imagine there are going to be graphics settings being switched on/off depending on if the person is playing while connected to the cloud or not ?
And this will most likely be handled automatically?
 
Soooo...in practice, the Xbox One will require to be always online. Because if not, games that use this cloud functionality will not properly work.
 


Which means it's definately more powerful than an FX 8350 paired with a 7970 because...you know....that combo is weaker than the set up that you just mentioned.
 


Yup. Essentially. Too bad I live in tornado alley. There are days that I'm gauranteed to lose internet. PS4 is looking mighty fine...thus far.
 
Really ? DO we all have a stable low latency gigabit internet so we can use cloud without any kind of lag? I mean ... REALLY? In many cases people have issues with graphics card bit dencity (lanes) to handle proper games, that is much more faster than generic network traffic, so again, who would be the target ? The only point where i see this as useful is running AI bot simulations on non interactive characters where you can really survive if a character lags and just stands still for a while, but heavy action FPS ... i think not.
 
What a joke. It all sounds very nice but...why are you getting more than the console you purchase to render the game. Also....why would I even want the console. It is just crippled by stupid ideas to monopolize the industry and feed the publishers more precious money.
 
A lot of good the cloud will do when you don't have access to a reliable 1GB fiber connection, use up your monthly data allotment or when the Cloud servers get overloaded, crash and burn.
 
What a joke. It all sounds very nice but...why are you getting more than the console you purchase to render the game. Also....why would I even want the console. It is just crippled by stupid ideas to monopolize the industry and feed the publishers more precious money.
 
What I really want to see in one of these demos then is a game that is using heavy cloud processing and then the demo-er "cuts the cord" as it were. Will the game scale back the graphics/physics? If so, will it do so cleanly in real time or will it by skippy for a few moments? Will a big pause screen come up with the option to reconnect internet and continue or reload the game from that spot without the cloud offloading? Or, will it behave like the rumors from a few months ago where the game refuses to continue if internet access is not restored? Perhaps these are all options left to the game developers themselves.
 
In other words, rather than building a console that can handle the games developers want to make, or build a game that can take full advantage of the system, give developers enough "virtual" resources to build whatever they want, and then require the system to be connected to the internet just so you can render the game to play it. I can see a lot of problems coming from this.
 
How long will Microsoft do the cloud computing overheads for any particular game? I can't see it wanting to do it for every single game for the life of the console
 
Ok at the risk of sounding like a complete idiot to my knowledge the cloud is just another name for servers on the web. So are they bragging about streaming games or are they implying what they are saying here that you stream your data on a 1mb-40mb line to their server, let it do the processing and then stream it back to you fully rendered?
I'm going to be brash then. A gaming device starts and ends at the users sides. No matter how powerful that cloud is if the processing isnt done client side for gaming you can expect a delay and a very interrupted gaming experience. This isn't sending daily captured data to a server for processing.
 
In 3rd world countries, like Bolivia, "fast" internet is 1.4 Mbits... how, then, can one use this "cloud" power on such connection? Its hard to get less than 300 ping as is on games without more bandwidth being sucked by this "service."
 
This will be good if game designers only put optional graphics settings on the cloud. That does sound like what they're planning on, as they said all of the things they are considering are things that don't have to be updated often in order to avoid latency issues. Assuming the console does an internet speed/latency test when you load a game that has cloud features, the console could potentially turn off the optional cloud based graphics for slower connections and allow you to play the game normally without any lag. It's a nice idea in theory, but I can't say that I wouldn't have preferred the console itself to have a faster processor and a GPU with double the GFLOPS of the system's assumed 1.23 gflops. If it does work though, the Xbox One could potentially have better graphics on exclusives than the PS4, though PS4 will likely have the edge on 3rd party games because I can't see many multiplatform designers taking the time to try and figure out how to take advantage of the cloud.
 
Sweet, yet another way to alienate people not lucky enough to have fast internet in their area (or unable to afford it)
also, how would this work for anything "real time" ?
having a 150-250 ping is bad enough for just movement and shooting, I can't imagine if they did large scale destruction or complex AI
*shoots explosive* 200ms delay *boom*
I suppose that would be pretty cool for large scale battles where stuff in the distance could be calculated at some delay
Does this mean that matches won't be hosted on a local console anymore?
 
I will believe this is real when we've heard that there are dev tools that expose this functionality, that game developers are using them and are shipping games with the functionality enabled, and that game reviewers and buyers have found those games to offer an experience that goes beyond what would have been possible without it.

Until then it sounds like marketing hype.
 
"The cloud servers are busy, please wait" And what if you have a really bad 3G connection? It's gonna take ages to load anything from the cloud.
 
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