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re: Official: Microsoft planning on completely reversing DRM policies
Posted on 6/21/13 at 3:07 pm to tom
Posted on 6/21/13 at 3:07 pm to tom
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
Posted on 6/21/13 at 3:59 pm to skullhawk
People here were saying it couldn't handle AI. So funny to see as usual they have no idea
To add to what you posted
A whole big Reddit post about it all with links to the sources
LINK /
ETA:
To add to what you posted
quote:
Microsoft revolutionized the way developers access cloud computing resources. This is revolutionizing the world, and we get it in our freaking game console. Microsoft provides the Common Language Runtime to facilitate easy programming for Windows. It handles the complex and sticky stuff such as managing execution of the program, memory management, type safety and exception handling. It worried, mostly, about resources on the local machine -- CPU, RAM, etc. Until now, there was no equivalent for easily executing and divvying up operations to cloud resources. Rolling your own code to do this is cost-prohibitive and not worth it for nearly any company to develop. The only reason it is for MS is because it will be integrated into over 90% of the home computers in the world, not including enterprise and mobile systemsMicrosoft changed the game by introducing a new model, a CLR equivalent, for their Azure cloud.
The new system is called Orleans and it makes accessing cloud computing storage and processing power just as straight-forward as local resources. Microsoft's new cloud programming model is called Orleans and has been in development for a few years. It organizes units of computation and storage as "grains" that can seemlessly migrate between datacenters. It ensures consistency and replication. It manages debugging, performance monitoring, deployment, configuration and maintenance. It's simple(incredibly important). It uses .NET languages which are easy enough to teach an elementary school kid in a week, yet robust enough to have developed some of the world's most complex enterprise software.
Tech analysts report of effects
That processing power enables things like instantaneous Kinect Source
Artificial intelligence, [..]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.
Some rendering, like trees in the distance in a scene, can also be offloaded, so long as the software properly divides up the task
A whole big Reddit post about it all with links to the sources
LINK /
ETA:
quote:
This cloud will become stronger and more efficiently used. Microsoft dumps over $9 billion worth of money just to research cloud capabilities.
This post was edited on 6/21/13 at 4:07 pm
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