Xbox not worried about Gaikai, OnLive
Something for "longer term", says Microsoft.
Microsoft reckons we'll be waiting a while before streaming services like Gaikai and OnLive are the norm. The good old DVD-plus-DLC model, said European Xbox Live boss Jerry Johnson, will continue for "the foreseeable future".
"Streaming technology is something that the industry is betting on longer term," he told a BAFTA audience at the London Games Conference, reported by TechRadar (via VG247). "Right now I don't believe that technology can scale out against the experience we can offer on a local machine."
"The technology will continue to improve. As an industry we'll have to accept that and move with it - but I don't think it's on an accelerated timeline for the foreseeable future."
Cloud services like Gaikai and OnLive use 'clouds' of computers to power games that you can control remotely over the internet. This does away with the need to keep up with the PC and perhaps console hardware rat-race - hence Microsoft's interest.
We delved into David Perry's Gaikai - now in public beta - earlier this year. OnLive, a more balls-out, gaming-focused platform, is also open for the public to test.
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Comments (11) Latest comment 2 years ago
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That's true to an extent. However, titles played over XBL and PSN differ because most of the games have very well thought out client side prediction models, so that even with poor network perfomance it is possible to have a decent game.
Neither of the server side models will have this, so latencies, packet drops, etc will have a far larger impact on gameplay.
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Abuse when the host deliberately throttles the connection to gain an advantage (no latency prediction modelling will help you there), and stupidity when they are either running their 360 on a wireless connection up in their attic, maxing out the retransmissions, or their spouse/partner/brother/sister/etc are downloading porn torrents/streaming on another computer on their network. Or they simple dont have a connection fat enough to handle hosting MP games but are somehow chosen to be host by lame-ass matchmaking.
In summary, you are expecting dedicated server performance from an unspecified, usually under-provisioned, and completely un-policed network.
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Which is it MS
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Not at all, it's one thing to stream optimised static content, it's another to have an input, dynamically calculate the response, dynamically optimise the output and then stream that back again. Quite frankly, I doubt that this stuff will materialise at all. It's already quite hard to get decent ping games, let alone the whole game running on the server. The infrastructure just isn't there and there is not much that they can do about it.
Even the optimised small-scale lab demo's show a big response delay that just won't work.
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From 402's Blog, during the beta testing period of CoD4, on the subject of host optimisation:
"The removal of laggy servers will inadvertently address lag related issues some of you have been reporting such as ‘wonky’ hit detection and others caused by it."
[link url=http://www.fourzero two.com/?p=138
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Anyway, if you have played the game to any extent, you would notice many occasions were point blank targeting wouldnt even result in a hit register, which wouldnt be the case if it was client-side.
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