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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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 :)
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?
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
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.
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.
@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?
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.
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.
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.
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