CRank: 5Score: 2780

@Mystogan:

b1nary_B0SS: "Gaikai is not a Platform it's software."... Correction, Gaikai is a platform. It is also hardware and software.Cloud computing can be achieved on the custom PS3 servers that are housed in Gakai datacenters.

Evidence of this dates back to 2005 with IBM's CELL Blade Server prototype, IBM's 'Gameframe' and Hoplon Infotainments launch of Taikodom in 2008 which uses those CELL Blade Severs to calculate phy...

3828d ago 2 agree4 disagreeView comment

Continue…

10/20/2008 - MasterShake: https://www.youtube.com/wat...
Taikodom Novo Gameplay 1/3

4/27/2009 - Tarquinio Teles: https://www.youtube.com/wat...
Hoplon Infotainment, Brazil startup and maker of Taikodom online video game.
@1:10 - …this game here you are seeing, very colorf...

3828d ago 0 agree10 disagreeView comment

@XeyedGamer:

b1nary_B0SS: "Is this technology limited to, MS?"... No, it is not. In 2005 Bruce D'Amora demonstrated the feasibility of using CELL B.E blade servers to perform server-side collision detection and physics calculations in realtime. This prototype went to then form the basis for IBM's 'Gameframe' which Hoplon Infotainment used in the online MMO titled Taikodom, which released in 2008. In 2006 Ken Kutaragi also gave an example of using C...

3828d ago 1 agree10 disagreeView comment

Continue...

6/13/2006 – Ken kutaragi: http://e-mpire.com/showthre...
… Users will be able to connect to Polyphony Digital's server. So I want it to be a Cell server, with the number of Cells at a thousand to several thousand. This would allow us to maintain an entire cyberworld, as long as our power supply holds up.

* CELL server - 10/28/2005 -...

3828d ago 7 agree19 disagreeView comment

@343_Guilty_Spark:

b1nary_B0SS: "Only other company that could possibly do it is Amazon."...and SCE. The custom PS3 servers housed in Gaikai datacenters are not only for cloud streaming, but also cloud computing. In 2006, Ken Kutaragi gave an example of how CELL servers could be used to create a virtual world:

5/13/2005 - Bruce D’Amora:
https:/...

@ theFro

b1nary_B0SS: "Others" can do it and have been since 2005:

5/13/2005 - Bruce D’Amora:
https://www.research.ibm.co...
*Slide 2 – Introduction - This demo is an example of a prototypical online game application running on a Cell based server… Our proposed solution leverages the Cell processor’s SPEs to perform some of the more...

3828d ago 2 agree13 disagreeView comment

Continue…

“Imagine offloading hundreds of NPC's to the cloud so that the city you visit in Deus Ex looks like a real populated, living and breathing city.”

b1nary_B0SS: You sound like Ken Kutaragi, but unlike him you won’t be derogatorily labelled “krazy”. Ken was crazy…like a fox. The custom PS3 servers housed in Gaikai datacenters are not only for cloud streaming, but also cloud computing. For SCE it is not a question of “if they can” jump on board...

3828d ago 1 agree4 disagreeView comment

Continue…

8/2007 - Page 1 - Joe Clabby: http://venturebeat.com/wp-c...
Introduction - In June, 2007, at an information technology (IT) event in New York City, I met Tarquinio Teles ― CEO of Hoplon Infotainment. Hoplon is a virtual (i.e. online) game company ― but one with a twist: Hoplon’s entire virtual world environment runs on IBM S...

3828d ago 0 agree3 disagreeView comment

@Septic:

b1nary_B0SS: The steps to make cloud computing over a network a possibility, have long been taken since 2005 with the realization of Ken Kutaragi’s CELL B.E.

5/13/2005 - Bruce D’Amora:
https://www.research.ibm.co...
*Slide 2 – Introduction - This demo is an example of a prototypical online game application running on a Cell based s...

3828d ago 1 agree3 disagreeView comment

Continue...

b1naryB0SS: PS4 is not as easy to develop for as you think it is. There are two aspects to PS4 software development. The 1st aspect, which is “easy to learn”, benefits those devs that prefer the PC development environment and simply want to port their existing PC code over to PS4.

The 2nd aspect, which is “difficult to learn and master”, is not for the faint of heart and will most likely provoke swearing; just like Cory with the original PS. M...

3832d ago 0 agree0 disagreeView comment

@miyamoto:

b1naryB0SS: We are clear on what Ken Kutaragi’s vision was for PlayStation...and continues to be:

6/29/2011- SCEI: http://www.scei.co.jp/corpo...
…It was also announced that as of June 28, Ken Kutaragi has retired from his role as Honorary Chairman of SCEI.*

*Kutaragi will continue in his role as senior technology adviser of ...

3832d ago 0 agree0 disagreeView comment

Continue...

b1naryB0SS: PS4’s longevity resides in its GPU, and it is in the GPU where Mark and his team implemented a number of customizations in order to replicate CELL’s SPU Runtime System (SPURS) as a means of achieving SPU asynchronous computing using PS4's ACEs and CUs:

* PS3 - 3/2007 - Mark Cerny: http://www.jonolick.com/upl... ...

3833d ago 1 agree0 disagreeView comment

@pyramidshead:

b1naryB0SS: Developers that find PS4’s PC-like architecture most appealing are those that prefer the traditional PC development environment and think that X86, DirectX and OpenGL are the end all be all.

PS4 caters to them well, but that is only one aspect of development. One that’s “easy to learn” and doesn’t make full use of the hardware but allows devs to give their PC ports a decent showing on the console.

The second a...

3833d ago 0 agree0 disagreeView comment

@miyamoto:

Your comment is a contradiction. If Ken Kutaragi revolutionized console creation with the original PlayStation, based on "principles" that made the original PlayStation a breakthrough success, that would mean those principles had already been "perfected". How does Mark Cerny and the creation of PS4 perfect what had already been perfected?

3833d ago 0 agree0 disagreeView comment

I love the concept and gameplay mechanics. I hate the over-use of fog and haze masking details in the backgrounds in order to spare the GPU from having to draw at greater distances. Overall, it appears to play and look well.

3835d ago 6 agree3 disagreeView comment

comment deleted

3835d ago 0 agree1 disagreeView comment

@extermin8or:

Fair enough.

3835d ago 0 agree0 disagreeView comment

@UnHoly_One:

It would have been “nice” to “have a multiplayer mode in a huge city full of towering scyscrapers where every single thing can be destroyed", in a manner that showcases Crackdown 3 as a technological marvel and tour de force; which the 20X increase in computational resources over XO suggests it should be...but unfortunately is not.

3835d ago 8 agree15 disagreeView comment

Reagent Games’ not so secret, secret Cloudgine sauce for Crackdown 3 is not what I thought it would be.

Given that Azure’s 300,000 dedicated servers are handling the processing of the physics simulations at 20X that of a single XO, I expected a finer granularity of environmental destruction and widely disbursed volumetric particle effects that loiter; rather than parts of buildings collapsing or falling down in large chunks, some of which disappear and/or lack collision det...

3835d ago 18 agree24 disagreeView comment

I’m eagerly awaiting to see how Microsoft Studios usage of Cloudgine in Crackdown for XO will demonstrate the viability of cloud computing for physics simulations. Roll on 10 A.M. EST. I’m in and ready to go.

http://i.imgur.com/D2mPmqU....

3835d ago 1 agree0 disagreeView comment