No, actually your frame rate can drop thanks to data transfer, too. Online games do as much prediction as they can while they're waiting for either other player's input data or actual positional information, but it reaches a point where the game (especially one as in the original poster's scenario - a 20 person team in WoW) just doesn't have the information required to predict any more - for whatever reason it has been starved of data, and it has to stall and wait for some solid data before processing can continue. The amount of impact this has depends hugely on the type of game that's being played, of course.Strazdas said:Well, noone claimed Cloud gaming will improve graphics to begin with.
Physics, AI, Offsite calculation - sure. Graphics - not possible. You can imrpove graphics offsite if tyou stream them, but thats not clouding.
His last name is "Blow". Acting like a dick is predetermined.Kargathia said:So, essentially we have somebody calling out MS on being rather economical with the truth in a PR reveal, but doesn't have any evidence, or even tech knowledge to back it up.
It's like a dick measuring contest, but then with bullshit.
Nopt sure about WOW and thier programming sincei dont play one, but in other games i often run with a pack of 30 to 200 people and experience no lag-jumps or what is popularly called "rubberbanding".BigTuk said:Seriously; cloud computing will never enhance game play, it will only slow it down. Don't believe, how laggy do things get when you're on a 20 man raid in WoW? How much does your fps drop?
FPS drops are solely based on your computer calculation - your computer cant manage to calculate that much. if anything Cloud gaming would help with exactly that - FPS drops. your attacking it from a wrong angle mate.
There's also the scenario where the more players you have in a party, the larger the lump of data that will be sent to each person's machine in the group. Depending on how the online architecture is set up (peer to peer, client/server, etc.) also has a bearing on possible frame rate hits on large groups. The larger the group, the more stuff will be going on (people moving, shooting, blowing stuff up, all generating lots of particles, physics objects, and collision events, and all of this, depending on where the processing for that is done, has an impact too.
(To address your first point as well, you can't do physics or frame-critical AI in the cloud. The latency on the round trip is too high and your game would be running at about 1 frame per second while it waited for object position data to be sent back!)