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Build 2014 Xbox One Discussion

build developer conference xbox one microsoft apps cloud

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#1 trooper11

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Posted 03 April 2014 - 18:53

I didn't see any existing thread that this could go into, but I wasn't sure if it was quite worthy enough for its own thread, but I'll try it out here.

 

The Xbox One has been mentioned many times during the keynotes for yesterday and today as being part of their vision for Microsoft going forward.  When they have talked about things like Azure for the cloud, various changes to how developers create apps, and how Windows is changing, it has included a mention of the Xbox One among the devices that will take advantage of the new features/changes.  So its clear that MS is going to be investing heavily in the platform on the backend to encourage developers of all types to make use of it.

 

So the big parts of BUILD that have been tied to the X1 so far are things like DirectX 12, Azure, and Universal Apps.  The DirectX part of it has been discussed in other threads, so the part I wanted to mention was regarding Universal Apps. Azure is also of course a big deal too and they did take time to demo some examples of how games can leverage Azure to bring various experiences (for both the pc and X1).

 

Yesterday, MS laid out that developers will have the option to offer an app that a user buys once and can then access across devices like the X1, WP, and pc.  The developer can still sell apps that target one device, but at least they have the option to offer the cross buy scenarios that are becoming more and more popular.

 

They did a demo running an educational app on the pc and then pushing it to the X1, similar to a demo done last year as a tease, and they showed how easy it is to adjust code on the fly and see it reflected in the X1 app (which auto closes and relaunches when you rebuild).  Today, they demoed a game that was built, its an in progress indie game, to run on the X1, WP, and PC platforms.  This is the first game demo I have seen as part of the universal idea, so that's positive progress on that front.

 

What we lack right now are the details on when developers can start doing submitting such apps to the X1 store.  The tools to do it are being released this week, so developers will already be ready to do this.  Hopefully, MS gives more info on this before BUILD ends tomorrow.

 

 

For anyone that wants to follow info form BUILD or want to watch the keynotes (they are posted online for viewing shortly after the live event), go here:

 

http://www.buildwindows.com/




#2 mastercoms

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Posted 03 April 2014 - 18:59

I remember reading this a while back

http://www.theverge....-to-windows-and

 

It explains a game streaming technology they were working on that they seem to have perfected at Build. This is the ultimate second screen experience.



#3 OP trooper11

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Posted 03 April 2014 - 20:40

Yeah, its clear that MS is pursuing the idea of streaming games.  The only question is how long does it take them to reach a point where they can actually offer a service around that idea.



#4 vcfan

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Posted 03 April 2014 - 22:39

witness the power of the cloud

 

     



#5 Mandosis

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Posted 03 April 2014 - 22:51

I just saw this on Kotaku and its cool to see how big of a difference it can make depending upon how it is used. Its too bad they did not have this to show off last year.



#6 Geoffrey B.

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Posted 03 April 2014 - 22:53

I somehow think that demo was rigged but it is nice to see that they are going to be moving that content from xbone only to full pc support.

#7 OP trooper11

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Posted 03 April 2014 - 23:01

Its good for MS to demo the possibilities and talk about what some app/game developers are doing to leverage the server resources.

 

No over the top claims, just a straight forward demo and laying out what the tools allow developers to dig into.

 

The fact that they are pushing this for the X1 and the PC shows at least some evidence that they are going to try and do more for the pc gaming market as they claimed recently.



#8 Blackhearted

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Posted 03 April 2014 - 23:10

I somehow think that demo was rigged but it is nice to see that they are going to be moving that content from xbone only to full pc support.

 

I do as well. Even if you put the physics on the cloud, it's not going magically make the increased rendering load the physics bring to it disappear and keep the framerate from falling.



#9 OP trooper11

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Posted 03 April 2014 - 23:30

I hope someone from MS confirms that the demo was not rigged so that the conversation does not descend into speculation that it is.

 

Keep in mind that they did not say how far away the server was that was pushing the demo and they did not make any claim about latency.  So that means this could have been a collection of servers that were very close by, making the demo possible.

 

Honestly, I think the point was that a collection of pcs can do more than a single pc and server this remotely in some form, which is an obvious claim, but something visual that you can demo.



#10 giantpotato

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Posted 03 April 2014 - 23:43

I do as well. Even if you put the physics on the cloud, it's not going magically make the increased rendering load the physics bring to it disappear and keep the framerate from falling.

 

It's no different than PhysX. The bottleneck is not in rendering the geometry, it's in calculating how each of the pieces should behave. For example if I run a hardware accelerated PhysX game with the CPU calculating physics on a high-end AMD card it will run at <5fps. With the same setup if I add in a low-end NVidia card solely for PhysX it will play at 60fps.



#11 Blackhearted

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Posted 03 April 2014 - 23:56

It's no different than PhysX. The bottleneck is not in rendering the geometry, it's in calculating how each of the pieces should behave. For example if I run a hardware accelerated PhysX game with the CPU calculating physics on a high-end AMD card it will run at <5fps. With the same setup if I add in a low-end NVidia card solely for PhysX it will play at 60fps.

 

I don't know if i'd use nvidia's physx as a good point when i recall something from a while back on how nvidia deliberately set up physx to run worse than it should in software mode(due to a lack of proper optimization). Regardless, it's not solely about geometry either. With better physics would come more particle effects. More pieces of an object would also mean more individual shadows and more calculations of how the lighting interacts with those bits. and so on. Basically, it's not going to come for free.



#12 IceBreakerG

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Posted 04 April 2014 - 00:26

I truly believe the only way any of you skeptics would believe this was not rigged was if Microsoft released the source code and a runable project that anyone could see, and even then, there would be people saying it's bs.



#13 wakjak

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Posted 04 April 2014 - 01:10

Now they just have to show it running on the Xbox One and NOT on a PC.. you know.. where they should be showing it off..



#14 spenser.d

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Posted 04 April 2014 - 01:12

I do as well. Even if you put the physics on the cloud, it's not going magically make the increased rendering load the physics bring to it disappear and keep the framerate from falling.

 

Because you know more than engineers at MS do :rolleyes:

 

It's funny that they can show these things off and you still can't handle it.



#15 HawkMan

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Posted 04 April 2014 - 06:58

I do as well. Even if you put the physics on the cloud, it's not going magically make the increased rendering load the physics bring to it disappear and keep the framerate from falling.

 

Really ?

 

so when MS says that physics removes a significant chunk of the rendering load it's bogus. When Sony says so in their Morpheus presentation (phyiscs are only calculated once the scene is rendered twice) then no one bats an eye ;)

 

Never mind that 3D rendering in games on both PS3 and XO has already shown that physics rendering , which uses the GPU takes a significant portion of the rendering performance.