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Crackdown 3 uses cloud-based physics processing to enable environmental destruction

Does or can this have Graphics applications?

Well... that depends really. I personally think that separating physics from graphics is kinda misguided in a way. The calculations being performed server side are manifested in what you see on your screen.. much like how lighting calculations cause objects to appear differently. You very commonly see people point at stuff like Uncharted 4, which all the destruction of the stalls and other environmental scenery, and it's considered to be part of its graphics... so I don't really see why something like Crackdown wouldn't be also.

With that said though, I do get what you're alluding to... so, I'd say that what Cloudgine provides most likely isn't very helpful. However improving graphics is something that would likely work to at least some extent. Both Nvidia and Microsoft have demonstrated conceptually how this may work, via different approaches.
 
I've noticed responses like this in every Xbox thread lately. Downplaying, spinning, u name it. Again for the 100000th time, no we have not had dedtructable environments like this. Not once, nor ever.
I'm still not seeing what's so revolutionary about the destruction and yes I've watched the videos. On the IGN video when they are shooting the wall the destruction actually looks unrealistic and there is some lag even in their test environment parts break to the left of the hole even though you can see bullets hitting the right side.
 
Microsoft has always tried to change the narrative about relative power with the cloud talk. Where the hell have you been?
And yet, console wars aside (difficult I know, just try and table your emotions for a moment) it turns out their tech is real.

Go ahead, watch the IGN video for yourself. It's real. It works, and it's pretty amazing. And maybe someday in the future, all games on all platforms could benefit from this.
 
This was a physics demonstration not a graphics one. Considering the game is over a year away, and it's in pre-alpha, it's safe to assume the graphics are nowhere near complete...

As far as Sony renting servers to do something similar... That's entirely impractical... The key draw of azure is that you only use as many servers as are neccisary at a particular point in time... In the course of a game, you might go from using 1 sever to using 8 servers during a more intense scene, then back down to 1.

If your renting servers through rackspace, you don't have that flexibility... You have to rent as many servers as you think you need ever... If you low-ball you will have service interruption. If you over-estimate, your wasting a bunch of money... You don't have flexibility to adjust to changing demand... That's what makes the notion of MS' competitors doing anything similar unlikely... They don't have the infrastructure to do it in a cost sensitive manner...

First off - Rackspace are an Azure reseller along with selling their own managed cloud product so they offer the same service types as MS.

AWS and GCC both allow for scaled storage, DB, compute and network access in their service contracts in the way you're describing.

In fact I'd be amazed if any Cloud service provider didn't offer that kind of scalability, since its one of the main draws of cloud computing - along with offloading infrastructure maintenance to a third party (which has its own problems and costs), it means if you run a business that sees a lot of activity spikes (the best example would be something like event ticket sales) on as lean an IT budget as necessary.

Azure isn't unique among cloud providers, the main advantage MS has for this particular application is that it is in-house. Given that it's now been demonstrated to work as a PoC (and has many more applications than gaming), I have no doubt that the technologists at Google, AWS and other vendors will be looking at how they can leverage their own infrastructure to offer similar services.

FWIW as well - Cloudgine is an open platform, meaning that any other company can work with them to develop similar solutions. MS haven't bought them...yet...
 
And yet, console wars aside (difficult I know, just try and table your emotions for a moment) it turns out their tech is real.

Go ahead, watch the IGN video for yourself. It's real. It works, and it's pretty amazing. And maybe someday in the future, all games on all platforms could benefit from this.

Sure, it's real. That's great news.

Doesn't mean they weren't seemingly blowing smoke up my ass for months when they showed literally nothing while talking a big game about the cloud being secret special sauce.
 
I don't see how this can be a success, even it sells a ton. They said they had 14 servers running for just that one demo, so imagine the cost of having to purchase and maintain all those servers if the game sells a few million?

Maybe I'm thinking about this the wrong way, but it just doesn't seem like it will work as advertised.
 
This is the type of thing that has to be seen to be believed, so I'm just not gonna say anything until the game launches and people are playing it and it works.
 
I don't see how this can be a success, even it sells a ton. They said they had 14 servers running for just that one demo, so imagine the cost of having to purchase and maintain all those servers if the game sells a few million?

Maybe I'm thinking about this the wrong way, but it just doesn't seem like it will work as advertised.

You're thinking about it the wrong way. Did you even heard about Azure?
 
Sure, it's real. That's great news.

Doesn't mean they weren't seemingly blowing smoke up my ass for months when they showed literally nothing while talking a big game about the cloud being secret special sauce.
Well, I'm sorry about your ass.

At least it turned out they weren't blowing smoke up it!
 
It's been stated many times over for a long time that's not what this tech does.

Title states that this will turn X1 into most powerful console, that imply increasing the power of the console...so if PS4 can run the same games on 44% more pixels I expect "the most powerful console" to at least match or surpass that to claim the title.

Thats it..
 
Sure, it's real. That's great news.

Doesn't mean they weren't seemingly blowing smoke up my ass for months when they showed literally nothing while talking a big game about the cloud being secret special sauce.

It's not really "blowing smoke up your ass" if they're talking about future application... and then in the future it's actually applied.

Title states that this will turn X1 into most powerful console, that imply increasing the power of the console...so if PS4 can run the same games on 44% more pixels I expect "the most powerful console" to at least match or surpass that to claim the title.

Thats it..

Ignore the title.

Now, with that out of the way... even if something WERE the most powerful machine overall, that doesn't make it the most powerful machine in every area (see Genesis and SNES). So if we imagine that the X1 could do anything that cloud processing enables, but locally... I think many, many people would view it as the most powerful console ever. It may have to render a port of a PS4 game at a lower resolution... but then the PS4 would simply be able to run a reasonable approximation of the X1 game.

Of course, the X1 itself isn't handling it all, so the title is quite a stretch. But as I mention before... nobody was actually happen when the "power" was being attributed to "the cloud" before.
 
I don't see how this can be a success, even it sells a ton. They said they had 14 servers running for just that one demo, so imagine the cost of having to purchase and maintain all those servers if the game sells a few million?

Maybe I'm thinking about this the wrong way, but it just doesn't seem like it will work as advertised.

You're thinking about it the wrong way. Go read up on Azure and virtual machines/servers.
 
Xbox Live will never reach the point of having any kind of real impact on Azures capacity in any way shape or form so they essentially do have freedom to use them how the see best.
I sometimes wonder if you actually believe some of the stuff you type. You think Microsoft is spending billions of dollars on servers to just sit there doing nothing, free to use by any of their other departments and businesses as they see fit, just because? Lol. Don't you think they envision those servers will eventually be used for profitable ventures, contracts, solutions and the like?

Azure is a business in itself. The purpose being to provide cloud services to businesses around the globe, you know, something that is actually profitable. It's main purpose is not to leverage additional cloud resources to Xbox One games, at a costly expense, just so people can enjoy some additional features, improved physics or whatever else. Once those servers are needed to aid with those games, that's it, Microsoft is locked in to continually offering those servers (at least for several years anyway) to provide that solution, and that means the servers being used at any given time, cannot be used for other actually profitable services.

Again, Microsoft aren't willing to eat big costs on the cost of the console hardware itself, or Games for Gold, XBL, other services and whatever else, but you think they'll be happy to offer an endless amount of server usage to assist in the computation for countless games, that only have a one off cost and point of profit for Microsoft (the $60 or less purchase cost) in the first place?

There's a reason barely any games are actually using cloud computation, even a couple of years in to the generation.
 
I'm still not seeing what's so revolutionary about the destruction and yes I've watched the videos. On the IGN video when they are shooting the wall the destruction actually looks unrealistic and there is some lag even in their test environment parts break to the left of the hole even though you can see bullets hitting the right side.

Buildings cascading and falling in to more buildings that you can still climb or interact with? Lag in a unfinished game?

You are searching for complaints.
 
There's a reason barely any games are actually using cloud computation, even a couple of years in to the generation.
I think that's more because of the fact that they're figuring out how to do it for games rather than MS throttling their access. If this winds up working as well as I hope it does, I imagine Cloudgine is going to license out their tech like crazy.
 
Well... that depends really. I personally think that separating physics from graphics is kinda misguided in a way. The calculations being performed server side are manifested in what you see on your screen.. much like how lighting calculations cause objects to appear differently. You very commonly see people point at stuff like Uncharted 4, which all the destruction of the stalls and other environmental scenery, and it's considered to be part of its graphics... so I don't really see why something like Crackdown wouldn't be also.

With that said though, I do get what you're alluding to... so, I'd say that what Cloudgine provides most likely isn't very helpful. However improving graphics is something that would likely work to at least some extent. Both Nvidia and Microsoft have demonstrated conceptually how this may work, via different approaches.

Depends on the servers that are used. But the short answer is yes. Two years ago NVIDIA released a research document about using the cloud to render light in a game.

https://research.nvidia.com/publica...tizing-indirect-lighting-real-time-rendering/

Wow that's really interesting I wonder how much they can offload off of games and allow devs to add more mechanics and features to their games.

Man Imagine this cloud stuff being used on something interpersonal like organ simulation in RPGS and shooters. I wonder could this simulate real muscle tears, fatigue, dehydration and other nano processes in games. Finally I could horribly disable enemies in games and it permanently matter (i.e shooting someone in the knee with an arrow in the kidney or a knee (lol) and then they have to suffer the real consequences of that happening). Maybe even a Star Wars game (like Jedi Knight Jedi academy where you could cut off a Sith's limbs and leaving him there.
 
I think you seem to be confusing complete freedom and what is best, they are similar but completely different at the same time.

You don't buy a Azure server, you buy server time that can be service by any server available. Xbox Live will never reach the point of having any kind of real impact on Azures capacity in any way shape or form so they essentially do have freedom to use them how the see best.



That comment was reiterating comments from this thread and not my own personal beliefs on the topic.

On what grounds are you making this claim? We have no idea how much server resource this demo, with a single user, probably with the rack directly connected to the console, is using, let along what the demands of multiple millions of users spread across the world will be. What if I'm playing MP in a country without an Azure datacentre - how will that impact on my experience? Will I be able to experience the MP in the same way as someone who is?

Don't get me wrong - I am seriously impressed with the technology Cloudgine have bought to the table here, but there's a path between a stage demo and scaling to potentially millions of geographically dispersed users with wildly varying internet connection quality.

Maybe even a Star Wars game (like Jedi Knight Jedi academy where you could cut off a Sith's limbs and leaving him there.

Finally I can have my Monty Python's Holy Grail game.
 
very impressive. Not interested in this particular game, but this use of cloud computing looks promising, indeed.
 
I sometimes wonder if you actually believe some of the stuff you type.

Yes and no you didn't understand what I said and check your PMs.

On what grounds are you making this claim? We have no idea how much server resource this demo, with a single user, probably with the rack directly connected to the console, is using, let along what the demands of multiple millions of users spread across the world will be. What if I'm playing MP in a country without an Azure datacentre - how will that impact on my experience? Will I be able to experience the MP in the same way as someone who is?

Don't get me wrong - I am seriously impressed with the technology Cloudgine have bought to the table here, but there's a path between a stage demo and scaling to potentially millions of geographically dispersed users with wildly varying internet connection quality.

Finally I can have my Monty Python's Holy Grail game.

I'm not making any claims.
 
Really quite late to this, but I actually would like to contest this point here. It's not only reasonable to implement tech like this for use on a thin client. You would be incurring significantly more running costs in that case, because the server would then also be performing the tasks otherwise being handled by each individual Xbox One (much like how PSNow essentially uses a whole PS3 per user).

Of course. The point of gaming as a service is that you pay a monthly fee that is appropriate for the service you use, and that would be higher than the current Gold subscription. But on the other side, customers don't have to pay upfront for local hardware. (And their "cloud hardware" is updated for them with every passing year, and they can play on whatever device they please, since all that device has to do is to play video/audio and transmit controls.)

With an hybrid application, you (customer and Microsoft) pay for both.
 
Checked out the ign gameplay video from Gamescom. The part where they showed the server load was interesting. The guy said they have had up to around 14 servers in use for one game. Now that's one game in a closed environment for demo / development purpose.

If this game is good and sells a few million or more, they will need a hell of a lot of server power. It will be interesting to see how the servers handle all the destruction for real, when it comes out.

Cool concept though, hope it actually works.

I don't see how this can be a success, even it sells a ton. They said they had 14 servers running for just that one demo, so imagine the cost of having to purchase and maintain all those servers if the game sells a few million?

Maybe I'm thinking about this the wrong way, but it just doesn't seem like it will work as advertised.

I've got to imagine that they are hoping to sell more than 10 copies and have thought this through. This doesn't seem like something to be too concerned about.
 
I don't see how this can be a success, even it sells a ton. They said they had 14 servers running for just that one demo, so imagine the cost of having to purchase and maintain all those servers if the game sells a few million?

Maybe I'm thinking about this the wrong way, but it just doesn't seem like it will work as advertised.

You realize the MS is the second largest provider of cloud storage/compute in the world right? It's currently a $600m per year business. Do you think they are just going out and buying blades?

MS already has the servers and they spin up on demand. I'm seriously getting tired of all the people whom drop in. They are using power from 14 VMs. Do you really think this game can somehow max out the processing power of one of those servers? They sit the load across multiple.

These server racks are crazy custom and expensive.
 
You realize the MS is the second largest provider of cloud storage/compute in the world right? It's currently a $600m per year business. Do you think they are just going out and buying blades?

MS already has the servers and they spin up on demand. I'm seriously getting tired of all the people whom drop in. They are using power from 14 VMs. Do you really think this game can somehow max out the processing power of one of those servers? They sit the load across multiple.

These server racks are crazy custom and expensive.

Like gamechanger says, it's a VM not 14 physical servers.

TIL that a single Xbox One CPU equals 10 Dual-core Xenon E5-2400... lol
 
Yes and no you didn't understand what I said and check your PMs.



I'm not making any claims.

So this isn't a claim?
Xbox Live will never reach the point of having any kind of real impact on Azures capacity in any way shape or form

Looks like one to me. Perhaps you can elucidate on exactly what you mean by this then, of it isn't claiming something.
 
So why couldn't (can't) Microsoft do this on the 360 if it's all based on cloud calculations? Haven't they already done cloud stuff on the 360 with Titanfall? I think the tech sounds awesome, but the previous generation is actually still going, and "completely impossible" seems like overselling it to me, as this doesn't sound like tech that couldn't also be used with 360 games.
Pretty sure that's just the article writer just trying to say something exciting. I doubt that's accurate.
 
So this isn't a claim?


Looks like one to me. Perhaps you can elucidate on exactly what you mean by this then, of it isn't claiming something.

That's not really a claim it's just common sense.

If you honestly think Xbox Live could even come close to impacting Azure than you do not grasp the size of Azure.
 
Title states that this will turn X1 into most powerful console, that imply increasing the power of the console...so if PS4 can run the same games on 44% more pixels I expect "the most powerful console" to at least match or surpass that to claim the title.

Thats it..


Well, the numbers of pixels pushed shouldn't be your only unit of measure... Unless of course resolution is the only thing you care about..
 
First off - Rackspace are an Azure reseller along with selling their own managed cloud product so they offer the same service types as MS.

AWS and GCC both allow for scaled storage, DB, compute and network access in their service contracts in the way you're describing.

In fact I'd be amazed if any Cloud service provider didn't offer that kind of scalability, since its one of the main draws of cloud computing - along with offloading infrastructure maintenance to a third party (which has its own problems and costs), it means if you run a business that sees a lot of activity spikes (the best example would be something like event ticket sales) on as lean an IT budget as necessary.

Azure isn't unique among cloud providers, the main advantage MS has for this particular application is that it is in-house. Given that it's now been demonstrated to work as a PoC (and has many more applications than gaming), I have no doubt that the technologists at Google, AWS and other vendors will be looking at how they can leverage their own infrastructure to offer similar services.

FWIW as well - Cloudgine is an open platform, meaning that any other company can work with them to develop similar solutions. MS haven't bought them...yet...

As I've said in my other posts in this thread, the actual hardware component of getting this stuff working is probably the easiest part conceptually. It's really a matter of striking a good enough deal with a cloud provider (whether that's Amazon, Google, or even MS) or being able to set up something yourself.

The tricky part, and the part that a ton of people keep ignoring, is the not-so-simple task of replicating Cloudgine's software/tools/engine. I can't imagine that anyone will be able to just walk in and reproduce what they're doing here immediately. Especially with the number of years MS has been pouring research into this area.

Of course, Sony (and other companies) have brilliant programmers - but you need more than that. You need investment and time...and this still being a niche area for gaming, I doubt most companies are devoting the kinds of development resources that MS and Cloudgine are putting in.

And there's always the possibility that Cloudgine's tech could be licensed...but if you're renting compute time/power from a cloud provider AND licensing cloud processing tech for games, I'm sure the economic feasibility for this diminishes quickly.

It'll be interesting to see how this plays out, especially if it takes off.
 
"According to this pie chart I just made up."

What pie chart is needed here?
The reality of 3rd parties is multiplatform release with a uniform product at the end,
if your product is not primarily for the US/UK market, you're not going to bother changing your product to the extent that this feature would be worthwhile.
This usecase is impressive and interesting but it would have had a bigger impact if it was a multiplaform release.
Businesswise it's nothing interesting for the xbone compared to what it represent for Cloudgine or Azure's gaming applications.
 
Of course. The point of gaming as a service is that you pay a monthly fee that is appropriate for the service you use, and that would be higher than the current Gold subscription. But on the other side, customers don't have to pay upfront for local hardware. (And their "cloud hardware" is updated for them with every passing year, and they can play on whatever device they please, since all that device has to do is to play video/audio and transmit controls.)

With an hybrid application, you (customer and Microsoft) pay for both.

Sure, but in a case like the XB1, you're paying for the hardware anyway for other reasons. You don't have to buy it twice. If MS had an onlive style device instead, then it'd be different... but their main opposition is the PlayStation, and competing with it demands a certain level of local processing power.

You also aren't actually excluded from a service payment model with a hybrid solution either. You could incorporate it into an online MMO with a subscription fee, and that game still likely would make sense to use local hardware processing rather than being a streaming solution (like Elder Scrolls Online for example). It's quite likely that once your game takes on a certain form, your primary playerbase likely already has the local processing power anyway. Would you really see a significant amount more subscribers by making ESO a streaming game instead? I can't say I'm convinced you would.
 
Bookmarking this thread as "Future Crow: The Thread". :lol:

Healthy scepticism is GOOD but come on, embrace something that looks like it is real and looks cool. Even if it's not on a platform you own!
 
Well, the numbers of pixels pushed shouldn't be your only unit of measure... Unless of course resolution is the only thing you care about..

Who cares about this:
oxdruas.gif


When you can have 1080p?

What if Crackdown 3 is 1080p?

Now what?
 
I think that's more because of the fact that they're figuring out how to do it for games rather than MS throttling their access. If this winds up working as well as I hope it does, I imagine Cloudgine is going to license out their tech like crazy.

I'm sure Cloudengine will, but I very much doubt it's going to be leveraged in any big way by gaming publishers who stand to make little to no actual profit from the additional computational aid. More than likely it will be used by other businesses, e.g. medical, media, corporate, production, manufacturing, military, security etc.
 
Well... that depends really. I personally think that separating physics from graphics is kinda misguided in a way. The calculations being performed server side are manifested in what you see on your screen.. much like how lighting calculations cause objects to appear differently. You very commonly see people point at stuff like Uncharted 4, which all the destruction of the stalls and other environmental scenery, and it's considered to be part of its graphics... so I don't really see why something like Crackdown wouldn't be also.

With that said though, I do get what you're alluding to... so, I'd say that what Cloudgine provides most likely isn't very helpful. However improving graphics is something that would likely work to at least some extent. Both Nvidia and Microsoft have demonstrated conceptually how this may work, via different approaches.

Depends on the servers that are used. But the short answer is yes. Two years ago NVIDIA released a research document about using the cloud to render light in a game.

https://research.nvidia.com/publica...tizing-indirect-lighting-real-time-rendering/

In addition to what you guys have provided this could very well reduce the strain on consoles freeing up resources for developers to focus on resolution and frame rate. Of course the game would be require always online but that wouldn't be a problem for something like Shadowrun or Titanfall.
 
I don't see how this can be a success, even it sells a ton. They said they had 14 servers running for just that one demo, so imagine the cost of having to purchase and maintain all those servers if the game sells a few million?

Maybe I'm thinking about this the wrong way, but it just doesn't seem like it will work as advertised.

The servers already exist.
You "only" need enough servers to support your currently-active player base (a few thousand players at once on a million seller game, at a guess?)

I'm still intrigued as to how they'll pay for this... covered by xbox live / game price? Be interested how the sums work out on that... Loss leader to prove the technology?
 
When you can have 1080p?

What if Crackdown 3 is 1080p?

Now what?

I"m not going to say Crackdown is definitely going to be 1080p (because the singleplayer is still going to have to process physics locally), but part of the reason this tech is so impressive is precisely because it can boost certain aspects of a game to an exponential level (in this case, physics for Crackdown 3) while freeing up processing power for the console to use on other things (making it easier potentially to reach a higher resolution, framerate, etc.).
 
I'm still not seeing what's so revolutionary about the destruction

You mean aside from the fact that its never been done on this scale before?

I mean come on. Give SOME credit where credit is due. This is true, 100% destruction of an environment. An entire city no less. Its stuff gamers have wanted since forever.
 
Wow! This thread really blew up!

I'm impressed that for the most part it's been 25 pages of discussion and not too much crazy arguing.

What will be will be. This tech has applications WAY beyond Crackdown. I can't wait to see its future.
 
I'm sure Cloudengine will, but I very much doubt it's going to be leveraged in any big way by gaming publishers who stand to make little to no actual profit from the additional computational aid. More than likely it will be used by other businesses, e.g. medical, media, corporate, production, manufacturing, military, security etc.
Why would you assume publishers will make "little to no actual profit" from cloud compute integration?

I'm sure there were similar "concerns" voiced over online multiplayer back in the day.

If publishers are concerned about costs, they'll find a way to mitigate it / pass that onto consumers in the form of subscriptions, online passes, dlc etc. There's nothing really new here, aside from the awesome implementation of tech on display.
 
I remain rather skeptical (my daily work consists of running computation on often thousands of computers). Still smells strongly of marketing to me (which does not mean it does not run on servers) - it's a cool marketing line, and it somehow doubles down on the dubious marketing of the xbox one regarding cloud tech.

First, it's true the physics are impressive (not blown away, though) but it's not something that games traditionally focus on. . It's better than red faction guerilla, but that's one of the few games that goes for that kind of feature, and that was last gen. I am personally significantly more impressed by something like flex from nvidia, which runs real time on a GPU (yes, one much faster than the one in an xbox one).
https://www.youtube.com/watch?v=0vMllWRX6SI

The money aspect is a bit strange, too.
Azure is not magic. Big data center have driven down the cost of IT and software deployment. They provide tools so that people can use compute as needed, and charge them for it.

It drove down the maintenance/IT cost- but not to zero. It does not drive the electricity cost to 0, in fact, it barely does anything to reduce it.

So yes, let's pretend it takes 14 servers to run the game (is that the number I read somewhere?). Let's count 100W per server (a very generous estimate). Let's say an average gamer is going to play the game for 20 hours. That's 28kW of electricity, something that will cost Microsoft 4 dollars or so. It might be small, but its nothing to scoff at; for a $60 game, for which about 50% go to the publisher/console owner (in this case the same thing, Microsoft), that's a significant amount of money. It also makes it difficult to lower the price.
A gamer that plays the game hundreds of hours ends up costing money to microsoft.
That's bonkers. I guess it's doable with IAP, or continued monetization of some sort (ads? live is not enough).
 
I just want to say this: The level oft destruction shown in my Crackdown 3-Demo left me just as amazed and completely floored as my first VR-Experience did. I have never seen something like it and didnt expect to for quite some time. I was skeptical because of the very short showing at the brieifing. Seeing (and playing) it in action left me speechless.

By the way: They didnt need 14 Servers. They needed 14 times the processing power of 1 Xbox One. Thats how I understood it at least.
 
Wow! This thread really blew up!

I'm impressed that for the most part it's been 25 pages of discussion and not too much crazy arguing.

What will be will be. This tech has applications WAY beyond Crackdown. I can't wait to see its future.

Penello was right, yeah? ;)

I'm jazzed for this game (it and QB will sell me an X1) but you said yourself that the thread has been civil, please don't bait with the Penello stuff.
 
You realize the MS is the second largest provider of cloud storage/compute in the world right? It's currently a $600m per year business. Do you think they are just going out and buying blades?

MS already has the servers and they spin up on demand. I'm seriously getting tired of all the people whom drop in. They are using power from 14 VMs. Do you really think this game can somehow max out the processing power of one of those servers? They sit the load across multiple.

These server racks are crazy custom and expensive.

They use Dell POwerEdge boxes, they're not expensive (given the scale of deployment why would you make the expensive?) and the guy that designed them describes them as 'speciality' not custom.

FordGTGuy said:
That's not really a claim it's just common sense.

If you honestly think Xbox Live could even come close to impacting Azure than you do not grasp the size of Azure.

Thanks - I work with cloud providers and I'm well aware of the scale of AWS, GCC and Azure.

First off - this isn't running XBL, its running Cloudgine, a compute heavy application.

Second - any application running in a cloud environment can have a disproportionate impact on performance.

Third - no-one has done this yet on the kind of scale videogaming will bring. Currently you see large volume transactions that tend to be simple (e.g. ecommerce transactions which are pretty simple), and low volume, high level compute functions (biological modelling for example).

Cloudgine is bringing high volume, mid-high level compute to the table, and this is a genuinely new thing (which is also why its exciting for a lot of other tasks - medical diagnostics for example).
 
Wow! This thread really blew up!

I'm impressed that for the most part it's been 25 pages of discussion and not too much crazy arguing.

What will be will be. This tech has applications WAY beyond Crackdown. I can't wait to see its future.

This is it, Crackdown is a demo and looks like it will a great demo to show people what could be possible with "the cloud"
 
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