@Steppy_76:
I only assumed because you said PSNow was a significant hardware investment which didn't make sense as it doesn't require a PS4 to use. As for the xCloud and using basic geometry and collision detection, that's not a small order in the least.
This is what games this generation look like in terms of geometry and hitboxes, this isn't even talking about different physics calculations.
Here's also a really good video on hitboxes, collision and how they work.
Getting more to the point. This is all information that is run as part of the computations which are proposed to happen locally. More importantly, as I pointed out previously, this would require the developers to make the game such that the information which impacts the gameplay, such as physics, collisions, AI, etc. Are all running locally. Basically developing around that concept and splitting their game into parts.
Which according to rumors is exactly what Microsoft is telling developers they have to do... and its rumored that all games must be compatible with both xcloud and their games meaning whatever game they make: https://www.inverse.com/article/51291-spacex-here-s-the-timeline-for-getting-to-mars-and-starting-a-colony
1) must be broken into parts or splices(slices)
2) the basic engine must be use fewer resources to run on the lower model Xbox. Tablets, and phones likely would not be able to use the same method unless they will program to the lowest denominator which would limit the complexity of games.
So again. Creating a low spec xbox and combining it with cloud resources leads to several issues.
1)Game development and design. You either need to drop the complexity of your world for it to run on a lower spec box in order for it to be compatible with all versions of the xbox, thereby affecting gameplay. Especially if phones and tablets were the baseline which realistically we know that wouldn't happen.
2) You create your low-end box close enough spec-wise where it will not affect game design or complexity significantly. This would increase the cost of the machine while also still limiting the upper tier skus however not nearly as much or even noticeably.
The ideal situation would be the lower SKU coming in around $199 with significant CPU resources, smaller amounts of RAM and GPU resources enough for a decent framebuffer. A $399 mainstream tier along with a $599 premium tier to complement that. Again a device at too low specs which has the rumored "parity" requirement would likely limit the complexity of games too much.
Pure cloud has it's own issues around latency which is the case for Gaikai, Onlive, Nvidia Cloud, and PS NOW. However the hybrid approach as described and rumored creates two different issues. The first being different SKUs and all the issues that come with supporting and developing for them. The second being pricing model because if the difference between the streaming and non-streaming model is less than $100 it begins to beg the question of the point of having a streaming only model in the first place as opposed to downloading the game and playing it locally.
I'm not saying MS cannot deliver, but the when you begin to break it down on a technically level its looks like their claims about Cloud computing and Crackdown 3. As we can see in the finished product, yes the physics calculations are being processed in the cloud, you can't jump of off falling parts of building rumble or have physics interact with the player in any meaningful way beyond it existing. There is little tangible effect to gameplay that couldn't also be replicated or approximated locally. The destructive environments by and large are not integral to gameplay once the cloud physics takes over because you cannot base your gameplay around the non-local elements.
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