Microsoft: Cloud Will Quadruple Power of Xbox One

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"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],"
I bet the word "effectively" feels violated after that comment.
 
I call bull$it, if this console only has to connect online once every 24 hours how can it use cloud resources ? Not to mention the low latency you would need to have these calculations done in realtime without FPS loss.
 
But will this mean the console will always have to be online in order to utilize these cloud capabilities? Please answer someone because 40 times more powerful than the 360 is a really intimidating factor to buy this console.
 
I'm sure Microsoft has tested this, but I can't shed the feeling that this will end up laggy like OnLive. Not that this is doing the same thing, but it is still bottle necked by the internet.
 
Sorry, but i'm not so stupid Microsoft. Games use big volume of information at verry fast speed. If you compare the lattency and the speed of the CPU cache memory and ram memory with the internet connection speed and lattency you will see that only thing you can get is an extra low speed storage. If my xbox process an information in 10µs and your servers in only 2µs, on a regular ADSL connection the latency is ~50ms, so what is better, 10µs or 100ms (50ms upload+ 50 ms download + 2µs processing)? Cloud computing can be used only where big processing CPU is required and the output information is not so big.
 
Sorry, but i'm not so stupid Microsoft. Games use big volume of information at verry fast speed. If you compare the lattency and the speed of the CPU cache memory and ram memory with the internet connection speed and lattency you will see that only thing you can get is an extra low speed storage. If my xbox process an information in 10µs and your servers in only 2µs, on a regular ADSL connection the latency is ~50ms, so what is better, 10µs or 100ms (50ms upload+ 50 ms download + 2µs processing)? Cloud computing can be used only where big processing CPU is required and the output information is not so big.
 
im pretty sure quadruple is an overstatement. I can see them using the xbox for all the heavy stuff in the game and merging your game with a cloud based system similar to onlive to do additional processing. but that would require a damn good internet connection to be on ALWAYS and would handicap the the system when you lost internet connection mid game. imagine if a dev chooses to do textures or lighting specifically for the cloud to process, and you little brother starts to youtube and torrent the living hell out of your connection. if this statement is as Im seeing it, then I see it backfiring horrendously.
if the way I see it is wrong, then ignore my comment xD
 
this is probably based on donnybrook(an old ms technology sleeping in their shelf!if I am right!dont sweat it!the xbox will be insanely powerfull!it just doesn't work the usual way and no it isn't exactly cloud gaming either!because your copy is on your system!that doesn't change but the intensive data will be processed on server(probably via xeon phi co ptocessor since it simplify everything since everybody on the planet can already code on xeon phi!hell I don't think any normal gamer will have a computer to match to power xbox one will have to push graphic!but like I say it is a hybrid system!the main part wont be seen it will be on their data center for this!google Microsoft donnybrook video!that techno was created what 6 years ago!this will be a modded version of that probably via azure or other things!xbox one better find something to do because if I am right !the xbox one will barely work at all!ya it is uber!it is a shame almost nobody understand how this work (aside from ms)otherwise we would have had this a decade ago at the same time as 64 bit !(another thing sleeping in the ms shelf (64 bit)
 
it wont take a lot of bandwith lol it is algoritm and calculation etc lol !ms wont stream the whole stuffback and forth lol!why would they ,they ll only calculate position of your closest content and send your xbox the coordinate!probably wont pass the 500 kb/s (if that lol)like I say its hard stuff because math is complex not because its a lot of data per second!the only reason they require always on is because this method as one flaw!it is relatively easy to cheat if you don't have always on counter mesure!this require always on internet!if this off loading is based on donnybrook!dont sweat it!xbox one is 4 time too powerfull for the swork it will have to do!
 
Neat concept...but if developers build features, levels, etc. that depend on cloud processing power, what will happen in an Xbox offline mode? Will you get locked out of certain levels? Will the graphics go into a "low-res" mode? And can the Xbox servers handle that much traffic from millions of consoles simultaneously?
Still intrigued though!
 
Or let us just say you're a bunch of DRM paranoid SOBs like EA and want to make sure no one is using a used game or you want everyone with a Xbox live profile to have to buy their own copy of a game....
So you require a constant connection to the internet, using "cloud computing" as a convenient excuse to bend your customers over, give 'em the treatment they believe loyal paying customers deserve (no lube), then charge micro transactions for every single in game item the gamer picks up even though they just paid a full $60.
Yup.
Hats off to ya Microsoft, always bringing new and innovative ways to bend the consumer over.
 
Im not buying how the cloud will make all your games appear better. There's a HUGE speed difference between the average internet, and the speed hardware is operating on.
If it is going to render anything, it would have to be something 'static'. There's too much latency for this to be used everywhere, usually the 'static' graphic objects aren't what's taxing the graphics card from my experience. Usually it's shadow and several layers of anti-alaising & sampling, neither are static.
 
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