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by xedarius 4777 days ago
Cloud doing any of these things is bonkers. The cloud is good at things like running Xbox live, making my profile available anywhere, saving my games. Using the internet, let me emphasis this, the transient, unreliable communication system that is the internet to deliver pivotal game deterministic results in nano seconds is unfeasible and unworkable.
2 comments

Hmmm... open up your mind a little bit...

Think of it this way: if the low-millisecond latency internet is good enough for multiplayer FPSs, i.e. exchange of player/missile coordinates, then why not use it for other aspects of game data too?

The article may have been a bit fuzzy in its discussion in general, but I believe it communicated clearly enough that gfx are on the GPU and longer latency stuff such as AI (which is _not_ computed in nanoseconds, nor does it need to be completely deterministic) can be done via external network interface.

Cloud AI has all kinds of other advantages, too, such as dynamically scaling difficulty, which we already see examples of in Starcraft 2...

And you say this based on what? Have you done any research into this topic or are you just emphasising a point that you have no clue about?
Without wishing to flame, it's based on 12 years of professional experience working in the games industry. I could lend reason to AI, however I stand by my comment with regards to rendering and physics.
Not to put down your considerable experience but Microsoft is the largest software company on the planet - if anyone can do it then it would be them.

OnLive, despite failing, was not dissimilar to "cloud rendered graphics" and it worked. Lots of things people thought impossible 10 years ago are now commonplace.