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//build/ : Cloud offloading demo (XBO/PC)

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#1 vcfan

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Posted 03 April 2014 - 22:39

witness the power of the cloud

 

     




#2 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.



#3 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.

#4 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.



#5 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.



#6 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.



#7 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.



#8 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.



#9 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.



#10 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..



#11 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.



#12 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. 



#13 MikeChipshop

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Posted 04 April 2014 - 07:38

I predict a thread where half the people still don't believe it and half say "I told you so".

 

What this video shows it what most of us non-xbox haters have said since day one, why? Because it was OBVIOUS.



#14 George P

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Posted 04 April 2014 - 08:42

I'm not going to get into a circular debate about it being real or fixed or w/e.  I'm only going to think about where it can go from here.  It wouldn't be hard for a developer to write their game to check for a connection to the cloud (in this case Azure/XBL), if the connection is there and fast enough then they can do these types of offloading of physics and probably other things that add to the game.   If there isn't one then they fall back to local and do less heavy processing.   The game still looks good because the graphics assets are the same just less "lively" for lack of a better word.

 

Only time will tell how it's used but more and more people are playing while connected to the internet and some service be it XBL or Steam and so on, and their speeds are getting better and better. 



#15 Skiver

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Posted 04 April 2014 - 08:51

To be honest, if they can achieve half of what they demonstrated when you take into affect latency etc it will still make quite a big difference. Whilst "cloud computing" is nothing new, I think what MS are trying to do is quite unique in the world of "cloud" so this is probably still quite young in its development but looks like there may be room for plenty potential.

 

Maybe the XB1 might start making those 1080/60fps numbers once developers truly get a hold on things a lot more frequently then the one or two games they have managed so far. 





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