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Thread: [Xbox] Project xCloud (Beta 2019)

  1. #1
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    Default [Xbox] Project xCloud (Beta 2019)

    Project xCloud: Gaming with you at the center




    The future of gaming is a world where you are empowered to play the games you want, with the people you want, whenever you want, wherever you are, and on any device of your choosing. Our vision for the evolution of gaming is similar to music and movies β€” entertainment should be available on demand and accessible from any screen. Today, I’m excited to share with you one of our key projects that will take us on an accelerated journey to that future world: Project xCloud.

    Today, the games you play are very much dictated by the device you are using. Project xCloud’s state-of-the-art global game-streaming technology will offer you the freedom to play on the device you want without being locked to a particular device, empowering YOU, the gamers, to be at the center of your gaming experience.


    Content and community


    Ultimately, Project xCloud is about providing gamers β€” whether they prefer console or PC β€” new choices in when and where they play, while giving mobile-only players access to worlds, characters and immersive stories they haven’t been able to experience before.


    To realize this vision, we know we must make it easy for developers to bring their content to Project xCloud. Developers of the more than 3,000 games available on Xbox One today, and those building the thousands that are coming in the future, will be able to deploy and dramatically scale access to their games across all devices on Project xCloud with no additional work.


    About Project xCloud


    Scaling and building out Project xCloud is a multi-year journey for us. We’ll begin public trials in 2019 so we can learn and scale with different volumes and locations. Our focus is on delivering an amazing added experience to existing Xbox players and on empowering developers to scale to hundreds of millions of new players across devices. Our goal with Project xCloud is to deliver a quality experience for all gamers on all devices that’s consistent with the speed and high-fidelity gamers experience and expect on their PCs and consoles.


    We’ve enabled compatibility with existing and future Xbox games by building out custom hardware for our datacenters that leverages our years of console and platform experience. We’ve architected a new customizable blade that can host the component parts of multiple Xbox One consoles, as well as the associated infrastructure supporting it. We will scale those custom blades in datacenters across Azure regions over time.


    We are testing Project xCloud today. The test runs on devices (mobile phones, tablets) paired with an Xbox Wireless Controller through Bluetooth, and it is also playable using touch input. The immersive nature of console and PC games often requires controls that are mapped to multiple keys, buttons, sticks and triggers. We are developing a new, game-specific touch input overlay that provides maximum response in a minimal footprint for players who choose to play without a controller.


    Cloud game-streaming is a multi-faceted, complex challenge. Unlike other forms of digital entertainment, games are interactive experiences that dynamically change based on player input. Delivering a high-quality experience across a variety of devices must account for different obstacles, such as low-latency video streamed remotely, and support a large, multi-user network. In addition to solving latency, other important considerations are supporting the graphical fidelity and framerates that preserve the artist’s original intentions, and the type of input a player has available.


    Microsoft β€” with our nearly 40 years of gaming experience starting with PC, as well as our breadth and depth of capabilities from software to hardware and deep experience of being a platform company β€” is well equipped to address the complex challenge of cloud game-streaming. With datacenters in 54 Azure regions and services available in 140 countries, Azure has the scale to deliver a great gaming experience for players worldwide, regardless of their location.

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  2. #2

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    Αυτά, τα Azure Servers και το Global Presentation να τα βλέπει η Sony γιατί το PS NOW (gaikai cloud) έχει μείνει τραγικά πίσω με το σε πόσες χώρες είναι διαθέσιμο.Τα ίδια και η Nintendo η οποία έχει να επωφεληθεί περισσότερο από το Cloud λόγω hardware/mobile αλλά η συμφωνία της ακόμα και για την Ιαπωνία είναι με την Ubitus Cloud Gaming (Taiwan).


    Καλώς ή κακώς το μέλλον είναι εκεί.

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    Αδιάφορο.....
    Θα συνεχίσω να αγοράζω τις κονσόλες μου και να απολαμβάνω το gaming όπως θέλω εγώ.


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  4. #4

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    Quote Originally Posted by mihalis13 View Post
    Αδιάφορο.....
    Θα συνεχίσω να αγοράζω τις κονσόλες μου και να απολαμβάνω το gaming όπως θέλω εγώ.


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    Γιατί βρε γείτονα? Άλλο το netflix άλλο το gaming?


    Αμφότερες μορφές διασκέδασης είναι.


    Σε χαλάει το ps now που κάνεις streaming αλλά και download? (αν ήταν διαθέσιμο στην χώρα μας).

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    Quote Originally Posted by Vengeance 64 View Post
    Γιατί βρε γείτονα? Άλλο το netflix άλλο το gaming?


    Αμφότερες μορφές διασκέδασης είναι.


    Σε χαλάει το ps now που κάνεις streaming αλλά και download? (αν ήταν διαθέσιμο στην χώρα μας).
    Ο καθένας το βλέπει διαφορετικά.
    Για μένα ναι σαφώς άλλο το Netflix άλλο το gaming. Δεν θα το αναλύσω περαιτέρω, το έχουμε συζητήσει εκτενώς σε αλλά thread.



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    Quote Originally Posted by mihalis13 View Post
    Ο καθένας το βλέπει διαφορετικά.
    Για μένα ναι σαφώς άλλο το Netflix άλλο το gaming. Δεν θα το αναλύσω περαιτέρω, το έχουμε συζητήσει εκτενώς σε αλλά thread.



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    Μαζί σου και εγώ - όσο έχω την επιλογή θα αγοράζω... digital


    Απλά όταν το TLOU6 θα είναι streaming only - PSNOW 2030- τι θα κάνεις - δεν θα το πάρεις?

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    Microsoft patents client side processing by splitting rendering between cloud and local

    Embodiments of the present invention split game processing and rendering between a client and a game server. A rendered video game image is received from a game server and combined with a rendered image generated by the game client to form a single video game image that is presented to a user. Control input is received by a client device and then communicated to a game server, potentially with some preprocessing, and is also consumed locally on the client, at least in part. An embodiment of the present invention processes and renders some or all of a character's interactions with game objects on the client device associated with the character. A character is associated with a client device when control input associated with the character is received from a user of the client device.
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