MS Demos Cloud for Gaming (Silverlight Required for Stream)

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Opus_Rea-333

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#51  Edited By Opus_Rea-333
Member since 2013 • 1238 Posts

Not even a hint of input lag

imagine this being used for next gen Battlefield/Halo/Titanfall 2 pluss many other games?

no scripted BS environment destruction. :O

Only for Xbox One/PC :)

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lhughey

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#52  Edited By lhughey
Member since 2006 • 4890 Posts

@bfmv2007 said:

The power of the cloud. All with the requirements of most likely a minimum of 15-20 Mbps internet connection. My area gets a 6 Mbps connection MAXIMUM. How likely are you to take advantage of the cloud?

In all seriousness tho, the cloud will never be widely used simply because most people don't have a fast enough internet connection. And besides that, the games would have to be always online, and I believe the world has already expressed their feelings towards that.

Why do you think passing calculations back and forth takes a lot of bandwidth? Its only numbers?

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Tighaman

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#53 Tighaman
Member since 2006 • 1038 Posts

Once again cows get fatten up just to get slaughtered ...........you mf still doubt they just showed you it work my console has been ONLINE since chrstmas havent turned it off since. Your compter is always online and most who been playing xbox live has been always online for several years already. Times change fanboys stop living in the nost.of the ps2 and jump ahead lol

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GrenadeLauncher

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#55  Edited By GrenadeLauncher
Member since 2004 • 6843 Posts

@Opus_Rea-333 said:

Not even a hint of input lag

imagine this being used for next gen Battlefield/Halo/Titanfall 2 pluss many other games?

no scripted BS environment destruction. :O

Only for Xbox One/PC :)

It's called bullshit, friend. Make sure you chew before you swallow.

@Tighaman said:

Once again cows get fatten up just to get slaughtered ...........you mf still doubt they just showed you it work my console has been ONLINE since chrstmas havent turned it off since. Your compter is always online and most who been playing xbox live has been always online for several years already. Times change fanboys stop living in the nost.of the ps2 and jump ahead lol

Lemmings, ladies and gentlemen: barely literate and dumb as a rock.

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Strutten

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#56 Strutten
Member since 2008 • 1263 Posts

@scatteh316: You said it is bollocks and i showed/said otherwise. Tho you need to google it tho .. phone wont lemme link.. Also still it you didnt debunk it as not possible(because it most certainly is and already proven) how about an answer instead. ? Instead of this blabbering?

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Tighaman

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#57  Edited By Tighaman
Member since 2006 • 1038 Posts

@GrenadeLauncher: nice comeback BrigadeHauncher

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shawn30

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#58 shawn30
Member since 2006 • 4409 Posts

@Opus_Rea-333 said:

Not even a hint of input lag

imagine this being used for next gen Battlefield/Halo/Titanfall 2 pluss many other games?

no scripted BS environment destruction. :O

Only for Xbox One/PC :)

Its damn impressive and we'll have to see how it progresses, but its good to know MS is beginning to show this off and how its done. We still need a real time game demo that uses this more than Titanfall does. And what net speed will you need to be able to take advantage? That's huge. Lots of questions, but at least we're getting new information.

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StormyJoe

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#59 StormyJoe
Member since 2011 • 7806 Posts

@CrownKingArthur said:

very good. but i want to know something:

what was the bandwidth/latency from the thick client to the server?

if the server was in the same room connected by megabit or gigabit ethernet ... well that's not real world.

I don't think it matters that much. The cloud is not rendering graphics, its doing the physics computations. I don't think you need high throughput for that.

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lhughey

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#60  Edited By lhughey
Member since 2006 • 4890 Posts

@StormyJoe said:

@CrownKingArthur said:

very good. but i want to know something:

what was the bandwidth/latency from the thick client to the server?

if the server was in the same room connected by megabit or gigabit ethernet ... well that's not real world.

I don't think it matters that much. The cloud is not rendering graphics, its doing the physics computations. I don't think you need high throughput for that.

You are correct about bandwidth. We're talking about a very small amounts of data. Even for connections with higher latency, you can get computations for things that don't require immediate responses.

We've all been talking about the importance of low latency, but we should also realize that any pattern can be coded for. The demo video is a perfect example of a situation that doesn't necessarily need low latency. Computations for how the a pane of glass is going to fall can be sent to the server (cloud) BEFORE the rocket hits the glass. As long as you know the positioning and angle of the rocket fired and where it will hit, you can send those variables to the server and have a response back before the rocket makes impact. And in the event that the rocket gets shot down or blocked, simply throw away the response from the server.