This isnt ms PR though.
Indeed. It is reports of what people are actually seeing. In other words, it's not bullshit.
This isnt ms PR though.
Replication of VMs is exactly what cloud providers allow. MS Azure in particular. One would just have a pool ready to go and spin up more when things pass a certain threshold, and shut down after it goes below that threshold.
Guess it's console warriors or people that can't grasp the technology in their head and should be called out but yeah click bait pr speak is big in the article.
Umm ok, good point, just don't see how it had to do with what my post said. Just because Azure servers are accessible to the xbox division does not make them special, also it doesn't make a pre built box more powerful. Again, server side calculations by a scalable server is great technology but it isn't downloading ram to your xbox.
The (10 min video) tech is impressive, but I would like to see a Xbox only take on the scene to see if the server side makes all that difference that the PR tries to imply.
The Xone + Cloud sure will be better than the Xone alone, but is the difference that great?
And will be the server side destruction scalable with the bandwidth?
- 4M full destruction
- 2M 50% less debris
- 1M 75% less debris and no glass shaterring
- 512k Xone only but still playable?
You can build a finely scalable software architecture on top of conventional IaaS. That's what I am talking about.
Basically in DBZ terms it's like
Goku (XB1) < Brolly (Crackdown 3 MP)
Goku (XB1) + Z Figher's Ki (Azure) > Brolly (Crackdown 3 MP)
On his own, Goku ain't shit against Brolly. Combined with the help of his boys though, he is effectively stronger.
Simple shit.
XB1 ain't going to get magically stronger, but effectively it will be.
Of course, with things such as Docker. But that isn't necessary with a traditional MP game when you can scale VMs dynamically.
If it's like Crackdown 1? Absolutely.
So does this mean that in 10 years Crackdown 3 will become non-functional as the servers are shutdown/reassigned to other more modern games and tasks?
If so, the retro collector in me hates the idea that games have a very set shelf life beyond which they cannot be played in any real way.
Outside of that, sounds kinda cool. It'll be interesting to see how other big companies (Sony/Valve) adopt this sort of tech and leverage it with their platforms.
Docker is not what I was talking about. Docker is basically a more lightweight "VM-like" container, but it still replicates on the level of a very basic runtime environment for your monolithic application.
More like:
Goku (XB1) < Brolly (PS4)
Goku (XB1) + Z Figher's Ki (Azure) > Brolly (PS4)
and what if its like crackdown 2?
More like:
Goku (XB1) < Brolly (PS4)
Goku (XB1) + Z Figher's Ki (Azure) > Brolly (PS4)
What happens when you're offline?
and what if its like crackdown 2?
The "internet of things" is a meaningless buzzword phrase. The market reacted clearly and violently to the idea of "always online", and that is all that matters. If you think that other entities in this space didn't take note, you don't know business.I disagree in the sense that the main market will shift there and accept it as the internet of things comes into fruition. I think there will be an offering of offline play in some form obviously, but I do see always online or something very similar being the norm. Not arguing whether that is good or bad though. It does have some worrisome consequences or it could.
No, we won't.
Always Online as a concept in relation to single player experiences is beyond toxic - it's radioactive.
You'll never see it applied as a console-wide "feature" again, seeing as how this generation has played out. Consumers will be on the watch for any hint of that creeping back in, and rightfully so.
I like your DBZ analogy, but you missed a trick.
Crackdown multiplayer will effectively be magically stronger, not the XBO.
More like:
Goku (XB1) < Brolly (PS4)
Goku (XB1) + Z Figher's Ki (Azure) > Brolly (PS4)
We aren't talking about monolithic applications though. We are talking about GAMES. Only reason Halo used Orleans was because of the absolutely enormous amount of analytics they collect. Had nothing to do with the actual multiplayer server.
The (10 min video) tech is impressive, but I would like to see a Xbox only take on the scene to see if the server side makes all that difference that the PR tries to imply.
The Xone + Cloud sure will be better than the Xone alone, but is the difference that great?
And will be the server side destruction scalable with the bandwidth?
- 4M full destruction
- 2M 50% less debris
- 1M 75% less debris and no glass shaterring
- 512k Xone only but still playable?
What happens when you're offline?
This.No, it makes it the best used cloud computing to date, which has nothing to do with XB1 hardware. You could leverage the same tech for the Vita if you really wanted to. Hell, the same tech is leveraged in your cellphone, it is called Siri. "The power of the cloud" is what allows that rapid speech processing to happen. It is like putting your Civic on the bed of an 18 wheeler and saying, "This Civic has the most torque ever!"
So it starts, this is how MS gets their original, always online policy back on track.
MS: "You see this awesome destruction, well it only works when Xbox One is online but we can't really use this in single player games unless you forgive us and let us make Xbox One an always online console again"
I suspect that you only skimmed the link that I posted. Multiplayer servers are traditionally monolithic applications, that use an application instance as coarse-grained unit of replication. Developing them into distributed applications, for instance by using something like Orleans, is what is required to truly improve efficiency and harvest processing power, and that is the kind of development effort I was originally talking about. Somehow you mixed some thing up here.
I disagree. Cloud tech will make its way into SP campaigns with an offline mode included. It will be a while, but it will come. MS will definitely try it with 1st parties. Times change and with that perspectives and what's accepted will change as well. Hardware+cloud tech is the future. I think the demand for what is capable with cloud is going to pretty high...that will encourage devs to do SP+cloud.
drag himThe "internet of things" is a meaningless buzzword phrase. The market reacted clearly and violently to the idea of "always online", and that is all that matters. If you think that other entities in this space didn't take note, you don't know business.
That said, we should probably continue that discussion in another thread.
Interesting interpretation.
More like:
Goku (XB1) < Brolly (PS4)
Goku (XB1) + Z Figher's Ki (Azure) > Brolly (PS4)
Sure, we'll see when the game is out and not just a demo.
You will need to explain yourself there bud. Traditionally, instances of MP matches have no need to communicate or provide any information outside of itself and it's clients. Certainly not to other MP matches. A simple health check to the master server is all. Orleans would provide no value there.
So it starts, this is how MS gets their original, always online policy back on track.
MS: "You see this awesome destruction, well it only works when Xbox One is online but we can't really use this in single player games unless you forgive us and let us make Xbox One an always online console again"
the cloud, kids, is the future.
when I was young we had records and record players. then came 8 tracks
and cassettes and CD's
now I am all digital [yeah I know vinyl as they are now called is making a comeback]
I like change...I watched TV's go from tubes to the smart TV I currently have
my mother would go to Woolworth to buy tubes for out TV.. black and white screen
I could say the same about phones, cars, computers etc
the world is changing at a fast rate and I have been fortunate to be alive to see the changes in the past decades
and I am glad to see the cloud and what it is capable of and will buy crackdown
and am looking forward to the game
Sure it would. If you distribute an application, not because it inherently needs to communicate to other nodes due its use case, but for performance reasons, you allow it to scale more efficiently. The unit of replication becomes smaller, allowing for more precise and fine-grained resource allocation. The multiplayer server would still only communicate with 16 external clients (for a 16 player match), but if the application itself was replicated across runtime environments, all application instances would saturate the resources better, and could use their aggregated processing power for computation that allow that.
I really is the same as running a multi-threaded application on a multi-core CPU. It's just more complicated due to the obvious issues, like latency, bandwidth, and reliability.
Everything changed when MS attacked. Seriously MS is the fire nation, the cloud is Sozen's comet and PlayStation is the air nation.