Microsoft Build 2014 shows Azure game Cloud aided computing technology

Source: Internet
Author: User
Keywords Microsoft

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As a result of the hardware architecture, the difference between Xbox one performance and opponent PS4 is a foregone conclusion. This gap is reflected in the effect of the game, such as the recent cross-platform "alloy 5: The original burst point" can be in the PS4 on the 1080p/60fps run, in Microsoft's Xbox one can only support 720p/60fps ...

The "poor performance" image is clearly weighing on the Xbox one image. There are also price factors, leading to PS4 currently in sales also successfully open the gap.

But in the history of every host war, not the most powerful host can win. The success stories of Nintendo's Wii tell us that a unique experience is still the soul of a game console. Microsoft, who understands this, has brought us Xbox Live,kinect, and has also launched a number of AAA-class housekeeping monopolies. What is Microsoft going to do in the Xbox one era?

Remember Microsoft's initial commitment in Xbox one to increase the gap with its opponents through cloud-assisted computing. Fortunately, this is not the future of Microsoft's mouth gun, the current platform of the exclusive "Titan Fall" has pioneered the use of Microsoft's Azure cloud services to enhance the gaming experience, including the capacity of the larger online server capacity, and share the game most of the physical and AI computing work.

At this build developer conference, Microsoft further demonstrated further details of the Xbox one cloud operation. The Titan fall contains a large number of physical and AI operations, and when multiple players are in the same online game, the host that creates the game is not suitable for such a large amount of computation, and the latency of the network affects other players. For game developer Respawn, without changing the game architecture, it takes a lot of money to set up the server, but it is obviously unrealistic.

As Microsoft's own cloud service, Azure's role in this process becomes apparent. Microsoft has built online games in Azure in the form of a cloud, and has also done the physics and AI parts of computing.

At the build Convention, Microsoft further demonstrated the contribution of Azure Cloud assisted computing to the Xbox one. In the demo, Microsoft lets Xbox one render how a complex glass building is exploded and collapsed, a process that requires a lot of physical and graphic computing. With the help of Azure, complex graphics rendering and physical operations have certainly overwhelmed the Xbox one, with a frame rate of only a poor 2fps.

And on the other side of the demo, because Azure shared the work of physical operations, the entire process of the picture can be maintained in a stable 32fps. At least from the demonstration, cloud-assisted computing is not a castle in the air, has a very large application prospects.

Microsoft's vision is to use cloud computing to share the complexities of physics and AI in the game--knowing that these operations tend to share most of the performance of the host, thereby squeezing more of the system for graphics rendering. In addition to the "Titan collapse" example, we can assume that the future due to the introduction of cloud computing, online gaming World scale architecture can become more ambitious and complex.

In fact, in recent years, including Sony and other host manufacturers have begun to apply for the game cloud category of patents, but it is clear that Microsoft is currently in the forefront of the field. Of course, the current game of cloud computing investment in the biggest instability obstacle, still is the network itself.

Microsoft Build 2014 shows Azure game Cloud aided computing technology

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