Phaethon360 - Mr Pant<s>s</s>ies
Phaethon360
Since 7423 Days
I don't think the difference will be as great as consoles and PC for multiplatform games, but PS4 exclusives will more likely showcase the hardware differences. Sony was already outspending Microsoft on first party exclusives outside of Halo and it improved graphical quality by a large bit. With the architectures being so friendly to developers it's just going to make internal dev teams have a much easier time.
In reply to
KORNdog
KORNdog
Since 6981 Days
Things that I would call latency-sensitive would be reactions to animations in a shooter, reactions to hits and shots in a racing game, reactions to collisions," Booty told Ars. "Those things you need to have happen immediately and on frame and in sync with your controller. There are some things in a video game world, though, that don't necessarily need to be updated every frame or don't change that much in reaction to what's going on.
they've already changed their PR spiel from what they where saying after the event. that you could move processor hungry calculations like collision and physics to "the cloud". basically all the stuff you simply CANNOT risk there being any latency with.

i think this is why there has been so many conflicting statements across so many interviews with different people. they're simply giving us their own brand of PR BS in an attempt at damage control and in an attempt to justify DRM. " you can have 40x as much POWWEEEEERRR...small print : if you stay online all the time and give up any notion of playing used games" i mean, this is EXACTLY what EA where claiming with sim city...and then someone hacked it and played it offline and it played the same despite THE POWER OF THE CLOUD being deactivated.

if they somehow manage it, then awesome, i'll be impressed. but they have to realise it isn't just it's graphical inferiority that is causing uproar, it's everything else. they'd need to reverse their policy on used/borrowed/rented games. reverse their policy on mandatory always on kinect, and reverse their policy on a required internet connection. otherwise "cloud power" isn't going to sway anyone. fix the consoles anti-consumer BS and then worry about the visuals.
In reply to
Jollipop
Jollipop
Since 7460 Days
I can't see how doing fog or lighting this way would work either, given that when you play a a game the enviroment is changing at a rapid pace, I doubt an internet connection can keep up with 30 fps of fast moving action let alone 60 fps.
In reply to

Marumaro for the WIN !!

BLackHawkodst
BLackHawkodst
Since 6464 Days
Posted by Optimusv2
They sound deadly serious about what the cloud can make possible on the new xbox. Specific examples included.

http://arstechnica.com/gaming/2013/05/how-the-xbox...
Our first question had to do with the 300,000-server cloud architecture that Microsoft says the Xbox One will use to help support "latency-insensitive computation" in its games. What does that mean exactly, and can laggy cloud data really help in a video game where most things have to be able to respond locally and immediately?

"Things that I would call latency-sensitive would be reactions to animations in a shooter, reactions to hits and shots in a racing game, reactions to collisions," Booty told Ars. "Those things you need to have happen immediately and on frame and in sync with your controller. There are some things in a video game world, though, that don't necessarily need to be updated every frame or don't change that much in reaction to what's going on."

"One example of that might be lighting," he continued. "Let’s say you’re looking at a forest scene and you need to calculate the light coming through the trees, or you’re going through a battlefield and have very dense volumetric fog that’s hugging the terrain. Those things often involve some complicated up-front calculations when you enter that world, but they don’t necessarily have to be updated every frame. Those are perfect candidates for the console to offload that to the cloud—the cloud can do the heavy lifting, because you’ve got the ability to throw multiple devices at the problem in the cloud."

Booty added that things like physics modeling, fluid dynamics, and cloth motion were all prime examples of effects that require a lot of up-front computation that could be handled in the cloud without adding any lag to the actual gameplay. And the server resources Microsoft is putting toward these calculations will be much greater than a local Xbox One could handle on its own. "A rule of thumb we like to use is that [for] every Xbox One available in your living room we’ll have three of those devices in the cloud available," he said.

While cloud computation data doesn't have to be updated and synced with every frame of game data, developers are still going to have to manage the timing and flow of this cloud computing to avoid noticeable changes in graphic quality, Booty said. “Without getting too into the weeds, think about a lighting technique like ambient occlusion that gives you all the cracks and crevices and shadows that happen not just from direct light. There are a number of calculations that have to be done up front, and as the camera moves the effect will change. So when you walk into a room, it might be that for the first second or two the fidelity of the lighting is done by the console, but then, as the cloud catches up with that, the data comes back down to the console and you have incredibly realistic lighting."

Does that mean that Xbox One games will feature graphics that suddenly get much more realistic as complex data finally finishes downloading from the cloud? "Game developers have always had to wrestle with levels of detail... managing where and when you show details is part of the art of games," Booty said. "One of the exciting challenges going forward is a whole new set of techniques to manage what is going to be offloaded to the cloud and what’s going to come back.

And what about those times when a gamer doesn't have an active Internet connection to make use of the cloud's computational power? Microsoft has confirmed that single-player games don't have to be online to work, but all this talk of cloud computing seems to suggest that these games might not look or perform as well if they don't have access to a high-speed connection.

"If there’s a fast connection and if the cloud is available and if the scene allows it, you’re obviously going to capitalize on that," Booty told Ars. "In the event of a drop out—and we all know that Internet can occasionally drop out, and I do say occasionally because these days it seems we depend on Internet as much as we depend on electricity—the game is going to have to intelligently handle that." Booty urged us to "stay tuned" for more on precisely how that intelligent handling would work, stressing that "it’s new technology and a new frontier for game design, and we’re going to see that evolve the way we’ve seen other technology evolve."
Sounds like they are dead serious about this. :)
Would need to see a solid example in action, i'm not dimissing it, but seeing is beliving
In reply to

Prepare To Drop!!

GrimThorne
GrimThorne
Since 7449 Days
The 8GB of RAM in the Xbox One is accessible as one unified chunk and can be divvied up between the GPU and the CPU dynamically. "Different kinds of games will want to use the CPU, the GPU, and the RAM differently, Booty said. "If we were to try to determine ahead of time how you wanted to divide RAM up between video RAM, main RAM, and audio RAM, we’re making a lot of assumptions, and when you make assumptions you start to limit the people who are going to be making games going forward."
So developers DO have full access to the RAM. I wish these various sites would stop making things up and just wait for the REAL answers to come to us.

As for all of this cloud tech talk, like alimo I need to see a solid example of how it works. I don't need Microsoft to hype me anymore, my expectations were already dashed once. If they hype gamers again over something that won't actually deliver better performance.......................
In reply to
KORNdog
KORNdog
Since 6981 Days
Posted by GrimThorne
The 8GB of RAM in the Xbox One is accessible as one unified chunk and can be divvied up between the GPU and the CPU dynamically. "Different kinds of games will want to use the CPU, the GPU, and the RAM differently, Booty said. "If we were to try to determine ahead of time how you wanted to divide RAM up between video RAM, main RAM, and audio RAM, we’re making a lot of assumptions, and when you make assumptions you start to limit the people who are going to be making games going forward."
So developers DO have full access to the RAM. I wish these various sites would stop making things up and just wait for the REAL answers to come to us.

As for all of this cloud tech talk, like alimo I need to see a solid example of how it works. I don't need Microsoft to hype me anymore, my expectations were already dashed once. If they hype gamers again over something that won't actually deliver better performance.......................
they can't possibly have access to all 8 gig. just like PS4 doesnt have access to all 8 gig. you need to set a chunk aside for OS, becasue the OS and it's multitasking will ALWAYS be a part of the console. and with 3 OS's it's going to require a lot, you can't just suck away RAM from OS and throw it at a game. it'd make for a hella inconsistent console.
In reply to
BLackHawkodst
BLackHawkodst
Since 6464 Days
Posted by GrimThorne
The 8GB of RAM in the Xbox One is accessible as one unified chunk and can be divvied up between the GPU and the CPU dynamically. "Different kinds of games will want to use the CPU, the GPU, and the RAM differently, Booty said. "If we were to try to determine ahead of time how you wanted to divide RAM up between video RAM, main RAM, and audio RAM, we’re making a lot of assumptions, and when you make assumptions you start to limit the people who are going to be making games going forward."
So developers DO have full access to the RAM. I wish these various sites would stop making things up and just wait for the REAL answers to come to us.

As for all of this cloud tech talk, like alimo I need to see a solid example of how it works. I don't need Microsoft to hype me anymore, my expectations were already dashed once. If they hype gamers again over something that won't actually deliver better performance.......................
My guess is they will have a lot more than the 5gig people are touting for games.
In reply to

Prepare To Drop!!

KORNdog
KORNdog
Since 6981 Days
this Xbox One development info was circulated by Microsoft to its partners at the beginning of this year. It may have changed, but based on what we saw this week, probably not in any major way.

1) Running: The game is loaded in memory and is fully running. The game has full access to the reserved system resources, which are six CPU cores, 90 percent of GPU processing power, and 5 GB of memory. The game is rendering full-screen and the user can interact with it.

2) Constrained: The game is loaded in memory and is still running, but it has limited access to the system resources. The game is not rendering full screen in this state; it either is rendering to a reduced area of the screen or is not visible at all. The user cannot interact with the game in this state. System resource limits in this state are four CPUs, 5 GB of memory, and 45 percent of GPU power if the game is rendering to a reduced area of the screen, or 10 percent of GPU power if the game is not visible.

3) Suspended: The game is loaded in memory but is not running, meaning that the system has stopped scheduling all threads in the game process. The game has no access to CPUs or to the GPU processing power, but it still has the same 5 GB of memory reserved.

4) NotRunning: The game is not loaded in memory and is not running, and the system has no game-history information about the previous execution of the game. A game would be in NotRunning state in any of these three scenarios:
-The game has not been run since the console started.
-The game crashed during the last execution.
-The game did not properly handle the suspend process during the last execution and was forced to exit by the system.

5) Terminated: The game is not loaded in memory and is not running, which is identical to the NotRunning state in terms of system resource usage. Terminated state, however, indicates that during the last execution of the game, the game process was successfully suspended and then terminated by the system. This means that the game had a chance to save its state as it was suspended; the next time the game is activated, it can load this previous state data and continue the user experience from the same position. A game, for example, can start from the same level and position in the player’s last session without showing any front-end menu.
that state they have 5 gig http://kotaku.com/the-five-possible-states-of-xbox...
In reply to
BLackHawkodst
BLackHawkodst
Since 6464 Days
That sites changes there stories Info and sources so much, that i would not take there word for anything.
In reply to

Prepare To Drop!!

KORNdog
KORNdog
Since 6981 Days
Posted by BLackHawkodst
That sites changes there stories Info and sources so much, that i would not take there word for anything.
*shrugs*

it matches majority of the other news surounding the console. untill proven otherwise i have no reason to doubt it. we'll see. if it is true, then there is always the power of the cloud i guess?
In reply to
BLackHawkodst
BLackHawkodst
Since 6464 Days
We will find out what both consoles do soon enough.
In reply to

Prepare To Drop!!

gym4life
Since 6102 Days
Whoa that's a lot of wonga for Games.
GamesBeat: Is there a big increase in the staffing here? I think Phil mentioned that there are more games in the works than ever before — 15 big games coming and eight completely new ones. That sounds like a pretty big investment. I don’t know if it’s caused the organization to get bigger or if there were comparisons to 10 years ago.

Harrison: I don’t know the numbers off the top of my head, but I know that IEB has grown every year for the last few years. We’ve made a substantial investment in our hardware team and a substantial investment in our platform teams to allow the innovations that you saw today. From a studios perspective, we are investing, I believe, a billion dollars for content development just for games, which is more than we’ve ever spent in our history. We’re starting new studios. We’ve started studios in London [and] in Los Angeles. We’re growing our organization. This is a fantastic opportunity. It takes a lot of people.
In reply to
KORNdog
KORNdog
Since 6981 Days
A gamer walks into a retailer and hands over the game they wish to sell. This will only be possible at retailers who have agreed to Microsoft’s T&Cs and more importantly integrated Microsoft’s cloud-based Azure pre-owned system into its own.

The game is then registered as having been trade-in on Microsoft’s system. The consumer who handed it over will subsequently see the game wiped from their account – hence the until now ambiguous claim from Phil Harrison that the Xbox One would have to ‘check in’ to Microsoft’s servers every 24 hours.

The retailer can then sell the pre-owned game at whatever price they like, although as part of the system the publisher of the title in question will automatically receive a percentage cut of the sale. As will Microsoft. The retailer will pocket the rest.
sounds like a slightly convoluted system that benefits both retailer and publisher, while MS get a slice of the pie for pretty much nothing.

problem is, that doesnt solve lending/ borrowing or renting. unless they have an equally convoluted system in place for that?
In reply to
gym4life
Since 6102 Days
I wonder how Sony will handle that?, as i understand it both new systems can install the game fully to the console and then the disc is no longer needed and could in theory be sold on right?
In reply to
KORNdog
KORNdog
Since 6981 Days
Posted by gym4life
I wonder how Sony will handle that?, as i understand it both new systems can install the game fully to the console and then the disc is no longer needed and could in theory be sold on right?
sony havn't said if their games are fully installed, all we know is that is how MS are handling it. i hope sony have a system that requires the disc so that it can still be sold privately after use. or given to a firend to borrow, or rented. i really hope they don't have a similar system.
In reply to
gym4life
Since 6102 Days
I kinda like the idea of installing the game and not needing the disc anymore, then playing any game you have installed without searching for the disc and putting it in, i guess it's the lazy gamer in me :)
In reply to
KORNdog
KORNdog
Since 6981 Days
Posted by gym4life
I kinda like the idea of installing the game and not needing the disc anymore, then playing any game you have installed without searching for the disc and putting it in, i guess it's the lazy gamer in me :)
then buy the digital release and do just that. for those who want the physical copy, you should get all the benefits of owning the physical copy, like being able to resell it, or lend it to friends, and rent them. and i'd hope sony retain that model. full installs without the requirement of the disc kills any hope of that.
In reply to
gym4life
Since 6102 Days
Not all games are available day one and for the same price digitally though.
In reply to
KORNdog
KORNdog
Since 6981 Days
Posted by gym4life
Not all games are available day one and for the same price digitally though.
most are released same day now. and in the case of the vita, ALL are, and ALL are priced cheaper then retail at release...next gen sony at least are claiming all PS4 games will be following vita in that regard. so if you want PS4 games without the worry of discs...buy the digitial release. simple. leave me with physical media that i can sell, borrow and rent. everyone is happy. MS's method, the consumer isn't happy, but the publishers and retail are. no thanks.
In reply to
gym4life
Since 6102 Days
Publishers / Retail and MS get a cut, so yeah i guess they will be happy.
In reply to
sanex
Since 5765 Days
Posted by gym4life
Whoa that's a lot of wonga for Games.
GamesBeat: Is there a big increase in the staffing here? I think Phil mentioned that there are more games in the works than ever before — 15 big games coming and eight completely new ones. That sounds like a pretty big investment. I don’t know if it’s caused the organization to get bigger or if there were comparisons to 10 years ago.

Harrison: I don’t know the numbers off the top of my head, but I know that IEB has grown every year for the last few years. We’ve made a substantial investment in our hardware team and a substantial investment in our platform teams to allow the innovations that you saw today. From a studios perspective, we are investing, I believe, a billion dollars for content development just for games, which is more than we’ve ever spent in our history. We’re starting new studios. We’ve started studios in London [and] in Los Angeles. We’re growing our organization. This is a fantastic opportunity. It takes a lot of people.
Fuck! thats a lot of $$
In reply to
GriftGFX - He can also<br>ban your ass!
GriftGFX
Since 7577 Days
Remember when they spent nearly $500 million on Rareware ten years ago? What a return on that investment. Spending a billion dollars on new studios is no guarantee of any sort of quality.

"15 big games coming and eight completely new ones" is a load. Some of those 15 "big games" are bullshit Kinect titles. You know it.

They're not even talking a particularly big game.
In reply to
gym4life
Since 6102 Days
It's a lot of money on games, i'd like to see what comes out of that investment?
In reply to
KORNdog
KORNdog
Since 6981 Days
Posted by GriftGFX
Remember when they spent nearly $500 million on Rareware ten years ago? What a return on that investment. Spending a billion dollars on new studios is no guarantee of any sort of quality.

"15 big games coming and eight completely new ones" is a load. Some of those 15 "big games" are bullshit Kinect titles. You know it.

They're not even talking a particularly big game.
they did something similar a few E3's ago, where they where promising exclusives, and we got not only kinect titles, but XBLA titles like lococycle. if they're including that sort of stuff it isn't going to help them much.
In reply to
BLackHawkodst
BLackHawkodst
Since 6464 Days
Posted by gym4life
Whoa that's a lot of wonga for Games.
GamesBeat: Is there a big increase in the staffing here? I think Phil mentioned that there are more games in the works than ever before — 15 big games coming and eight completely new ones. That sounds like a pretty big investment. I don’t know if it’s caused the organization to get bigger or if there were comparisons to 10 years ago.

Harrison: I don’t know the numbers off the top of my head, but I know that IEB has grown every year for the last few years. We’ve made a substantial investment in our hardware team and a substantial investment in our platform teams to allow the innovations that you saw today. From a studios perspective, we are investing, I believe, a billion dollars for content development just for games, which is more than we’ve ever spent in our history. We’re starting new studios. We’ve started studios in London [and] in Los Angeles. We’re growing our organization. This is a fantastic opportunity. It takes a lot of people.
That is a lot!, well we shall see how it all turns out down the line.
In reply to

Prepare To Drop!!

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