A Weakgeek said:
seditary said:
Cognimancer said:
it needs to integrate all the cloud and Xbox One features
But what is cloud gaming?
Its when the marketing department gets
high as fuck and decides to make a new
buzzword without telling anyone what it actually means.
And when marketing isn't being shifty as hell, it's a "feature" that offers a LITTLE extra processing power for people with GOOD internet connections, and absolutely nothing for mediocre or poor internet.
Cloud Computing isn't just a buzzword, it is useful, but just not to gaming.
It's useful to science, but partly because the model is reversed (small processor clients support one large processing hub, not one large cloud supporting many small clients) and mostly because it's NOT being used in programs with positively tiny "timeliness windows".
In video games, the really heavy processing is being calculated on a per-frame basis.
That's MILLISECONDS of time to send a large chunk of data to be processed through the cloud and receive a solution.
Considering that significant network lag starts at the same scale, that's a problem.
Something like, say, League of Legends can support an "acceptable" ping tolerance up to about 250ms which I find to be a good benchmark for most "action" games.
For a Cloud-Powered Game that's enhancing processing that actually matters (per frame basis @ 60FPS), shrink that lag tolerance from 250ms down to ~16ms. Fail to meet that mark, and you get to suffer desynch or slowdown. Take your pick.
If anyone tells you how cloud processing can offer seamless enhancement to things like Visuals and AI (for non-turn based games); they're either working under the assumption that you have some FUCKING AWESOME internet, or they're full of shit.