Requia said:
The claim that cloud computing won't work for gaming because latency is frankly nonsense. If latency was a barrier to gaming online multiplayer wouldn't work either...
Multiplayer Gaming, such as Counter-Strike or Battlefield, is throwing around a few hundred kilobytes of
compressed data. Even then, you're still getting 30-50ms of latency
on a good connection.
Your system translates that data into the visual presentation you see on your end. Textures, animations, physics, lighting are all local - the only thing you're pulling from the server are location variables, animation sequence numbers and damage numbers.
Microsoft are talking about increasing the load on the server and spitting out more numbers to your machine. Bandwidth is the limiting factor here; instead of a few hundred kilobytes, we're entering megabyte territory. And so the latency will increase upwards of 30-50ms dramatically and quickly.
Considering most OnLive games are barely playable at 30-50ms - anything twitch related is simply out of the question completely - you're talking about introducing 50+ms into a single player game... to do what?
Better AI? At 50+ms, those calculations are worthless for
any realtime game.
Better lighting? The computational gain from a mere four-fold increase for calculated hard-baked static lighting is worthless at the levels of fidelity we're talking about. You'd need an increase upwards of 10 fold to see something worth the effort. Real-time lighting is out of the question entirely.
As demonstrated by SimCity, which actually performs no -
NO - server side calculations,
there are no benefits of any kind to the end user for distributed processing of this type. Zero.