Phil Spencer twitted this article, so I guess he approves. I've quoted parts but there's a lot more at the link. It's a great read.
Why Microsoft's new Xbox One cloud initiative could change consoles forever
Not too long ago, Sony and Microsoft laid bare the engines of their eighth generation consoles. CPU clock speeds and DDR3 Ram numbers were bandied about, GHz were brought to bear, teraflops flaunted salaciously. When the dust eventually settled and the media guns lay relatively silent once more, a fairly predictable treaty was agreed upon: to all but the most technically minded of consumers, there's little to choose between the raw grunt of the two machines. The company supporting each machine has its priorities, its foibles and its USPs, and we're discounting Kinect and the first-party exclusives, but in the on-paper battle of boxes, you can expect much of a muchness.
Except now Microsoft's John Bruno is now telling me that those numbers aren't the full story, and it might not be unfeasible that they'll one day become almost completely irrelevant. Microsoft, owner of one of the largest and most powerful arrays of computational servers in the known universe, is putting it to use on Xbox Live.
Now, says Bruno, that might all be about to change with advent of Xbox Live Compute, a service which "is specifically designed to enable game creators to utilize the scalable computing resources that Microsoft deploys within our regional datacenters, to enhance their game experiences beyond what is generally possible with the finite resources of a console."
What that means is not just convenience or multi-device access to content, but a significant extension of the power and scope which the Xbox One can offer developers and players. It means persistent worlds, improved AI, better rendering and dedicated servers for every multiplayer game on the platform. And it's all being offered to developers for free.
It's a tricky proposition, and aiming the advantages at those who are already going to be permanently connected is a canny way to get around it. Bruno tells me that "at launch the experiences will be predominantly multiplayer," but there will be more to come on the single-player side in the future, if the developers decide to use it. For now, however, it's going to be the blockbuster multiplayer games like Titanfall and Forza 5 which are going to be the big beneficiaries.
"I'd say Titanfall is definitely pushing on the additional computing resources, they're doing a good job of taking advantage of what's in the box and what's on the cloud".The Forza guys have done a really good job of providing a good multiplayer story as well as the AI technology for Drivatar in the cloud as well. So we've definitely had a great partnership from our development shops, both first and third party.
"We are giving this resource away to them for free, so there is a huge incentive to utilise it on Xbox One as much as possible. I don't think that game developers of that magnitude, the Activisions and EAs, are going to put all their eggs into that basket. I think that any good service infrastructure is going to pick and choose the way that they architect the system in the way that's most beneficial to them. I think there'll be cases where developers will want services that the Compute isn't designed for, things like database services or CDNs, things that are going to provide different experiences that are unique to the way that they want to build the game.
"We've even heard stories where the developers have had that and wanted to shut down games and servers over time and that really does disrupt their communities. One of the big advantages of our service is that it's completely on demand, so that as games wax and wane in popularity so do the resources that get applied to it from Compute. Providing that elastic scale at a really beneficial cost price point is a big benefit to developers."
Potentially, then, this could be something the effect of which exponentially increases over time. If there's the power to turn the Xbox One into what is essentially a terminal, streaming content processed on a different continent, surely this is going to extend the lifecycle of the machine tremendously?
"I don't know that it's true or untrue," Bruno admits. "I guess at the end of the day we believe that the cloud is going to augment the Xbox One experience pretty well and it's obviously going to get better over time. Does that extend the life of the box? Potentially, I guess we're going to have to wait and see."
http://www.gamesindustry.biz/articles/2013-10-15-the-difference-engine
The start of this article really shares my sentiments to how I feel about the hardware power -or lack of- and where the only hope lies for this upcoming generation. Finally an article that says it like it is and I couldn't possible agree with more. At least someone in the media is finally catching on about the underwhelming specs of these consoles and where the only real potential belongs.
The first developers that can provide gamers with games built on engines like Brigade through a cloud server, will be the first ones to actually show off next-gen graphics, physics and effects. Until now, nothing they have shown can be considered that. They have brought nothing new to the table out of the box. Nothing.
For the record Brigade developers also see it as a possibility for cloud streaming for the X1/PS4, and basically as the only way these consoles will run it. It still sucks the manufacturers didn't wait one more year to perhaps provide this type of power out of the box or at least Unreal Engine 3's SVO cone tracing tech, but if they can really pull off cloud gaming at low latency, then we might actually see some next-gen graphics and physics.
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