Posted 5:17pm on Wed 22 May 2013
- Posts: 26,736
Microsoft comes out fighting as Xbox One specs are put under the spotlight.
Posted 5:17pm on Wed 22 May 2013
- Posts: 3
Interesting stuff. But bit of a confusing scenario. Yeah PS4 would win out in performance happily. The cloud processing sounds great. But it wouldn't work for single player games. Unless u r forced to be hooked up to the net permanently. Bad news for Msofts popularity. And any fault in the cloud servers is gonna disable any and all gaming depending on cloud processing
Posted 6:07pm on Wed 22 May 2013
- Posts: 2,818
Wow, I never thought about it like that. The more that games use the cloud service for computational power, the more the Xbox One turns into an always on device in some ways. Well done good sir!
Posted 9:18pm on Wed 22 May 2013
- Posts: 14
I have to say, this sounds like BS. The PS4 has 50% more shader hardware, twice as many ROPS, and the the RAM has three times the bandwidth, not to mention we don't know much of One's octo-core CPU cores will be dedicated to the TV/Skype/Apps Operating system and they say cloud processing will redress the balance?
I trust somebody in Microsoft knows that sending data over the internet, from console to cloud, then have it processed and returned back, takes far more time than you can do in realtime. The turn-around is many frames (FPS). Unless Microsoft are going to install cutting-egde fibre optic, end to end, from every console to their cloud, this is clearly rubbish. A ping from my house, in central London, to www.google.co.uk is taking between 30-50ms. One way! Not to mention the GPU will be crunching through hundreds of gigabytes of data per second - I suppose this will all happen in realtime too :-/
Posted 11:11pm on Wed 22 May 2013
That's because it's so big all the other consoles have to be moved to the kitchen.
Posted 8:12am on Thu 23 May 2013
- Posts: 4,387
I think they are banking a little to much on the connected services. In order for the cloud processing to really make a difference it would have to be used for something like rendering high fidelity graphics; As in OnLive's advantage. But the latency would make it only useful for static or unchanging aspects of the presentation.
Having said that PS3 arguably has more computational power than 360, but the architecture was key in how accessible and familiar that power was to developers. This time around though PS4 seems like it has the right balance: A familiar and standard interface and a large resource pool to pull from. The simple addition of cloud processing complicates the process even if it's well integrated and easy to utilise.
Posted 4:07pm on Mon 1 July 2013
- Posts: 161
Looks like the developers won't be able to depend upon "cloud-side elastic computation" after all. It sounded like a load of bullshot in the first place anyway.
They put the cloud thing in there to cloud *no pun intended* the issue over the X1 being underpowered compared to PS4. Some developers have already come out and said that the difference is minimal but I would imagine that we will see a gap later on in the generation rather than early on.
Having said that, it might not take them long to get the full potential from X1 and PS4 because the architectures are apparently very easy to program for.
Posted 5:53pm on Mon 1 July 2013
- Posts: 6,147
There's a massive difference between best looking games and best games.