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re: Official: Microsoft planning on completely reversing DRM policies

Posted on 6/21/13 at 3:03 pm to
Posted by tom
Baton Rouge
Member since Jun 2007
8171 posts
Posted on 6/21/13 at 3:03 pm to
quote:

I read an article at lunch that stated the next Halo dev group has been working with the "cloud" for over a year now.


You didn't post a link, but most of the "cloud" talk floating around is about using cloud servers for what would have been previously been dedicated servers. That is not what stout has foolishly been championing. Although I'm sure he'll be crawfishing in that direction.
Posted by skullhawk
My house
Member since Nov 2007
23413 posts
Posted on 6/21/13 at 3:07 pm to
quote:

You didn't post a link, but most of the "cloud" talk floating around is about using cloud servers for what would have been previously been dedicated servers. That is not what stout has foolishly been championing. Although I'm sure he'll be crawfishing in that direction.


If I get a chance, I'll try to find it. It was posted as a source for another article I was reading. There wasn't any detail. Just the mention that the Halo dev team has been working with the cloud for over a year now. No offense intended, tom.

eta. Here's a month old article that gives specific examples but it is coming from Microsoft engineers so I'm sure it will be dismissed.

quote:

The cloud can tackle tasks in games like physics, artificial intelligence, and even some rendering. The tasks that require low latency, with split second interaction between one chip or one device and another, are those that the box — not the cloud — still needs to handle. “This is a radically different way of thinking about a game console,” he said.

After the talk, Multerer told me that some tasks don’t need to run all the time. Artificial intelligence, for instance, doesn’t need to be calculated for every single frame of the game. Your enemy in a game will close in on you, but it only needs to know where you are every second, rather than every split second. So that task can be offloaded to the slower connection to the servers.

But anything that happens on the screen in an instant — if you pull the trigger on a gun and you see a muzzle flash on the screen — has to be calculated inside the box, Multerer said. Some rendering, like trees in the distance in a scene, can also be offloaded, so long as the software properly divides up the tasks, he said. That kind of thinking is very different for a game machine, but Multerer thinks many consumer products will be designed like this in the future.


LINK
This post was edited on 6/21/13 at 3:13 pm
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