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{"id":3114887,"date":"2018-10-09T00:03:00","date_gmt":"2018-10-08T22:03:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/xcloud-cloud-streaming-dienst_von_microsoft_spiele-streaming_auf_handys_tablets_und_bildschirme\/3114887"},"modified":"2024-05-11T19:31:10","modified_gmt":"2024-05-11T17:31:10","slug":"xcloud-cloud-streaming-dienst_von_microsoft_spiele-streaming_auf_handys_tablets_und_bildschirme","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/xcloud-cloud-streaming-dienst_von_microsoft_spiele-streaming_auf_handys_tablets_und_bildschirme\/3114887","title":{"rendered":"Project xCloud: Cloud-Streaming-Dienst von Microsoft: Spiele-Streaming auf Handys, Tablets und Bildschirme"},"content":{"rendered":"Bei der E3 2018 hatte Microsoft bereits verk\u00fcndet<\/a>, dass auch sie an einem eigenen Game-Streaming-Dienst arbeiten w\u00fcrden, der in Konkurrenz zu GeForce Now<\/a> und PlayStation Now<\/a> stehen wird. Ihre Vision f\u00fcr die Entwicklung des Gaming-Sektors ist \u00e4hnlich wie bei Musik und Filmen: Spiele sollen auf Abruf verf\u00fcgbar und von jedem Bildschirm aus zug\u00e4nglich sein – wobei die Entwickler gro\u00dfen Wert darauf legen, dass das Gaming in Zukunft “nicht mehr so stark von dem Ger\u00e4t” bestimmt wird, auf dem man spielt (also die Hardware) und wo man das Spiel nutzt. Das Streaming-Vorhaben tr\u00e4gt bei Microsoft den Namen “Project xCloud”. Im Jahr 2019 sollen die ersten Testl\u00e4ufe beginnen.

“Die Skalierung und der Aufbau der Project xCloud ist f\u00fcr uns eine mehrj\u00e4hrige Reise. Wir werden 2019 mit \u00f6ffentlichen Tests beginnen, damit wir mit verschiedenen Volumina und Standorten experimentieren und expandieren k\u00f6nnen. Unser Fokus liegt darauf, bestehenden Xbox-Spielern ein (\u2026) zus\u00e4tzliches Erlebnis zu bieten und Entwicklern die M\u00f6glichkeit zu geben, Hunderte von Millionen neuer Spieler auf verschiedenen Ger\u00e4ten zu erreichen. Unser Ziel bei Project xCloud ist es, ein Qualit\u00e4tserlebnis f\u00fcr alle Spieler auf allen Ger\u00e4ten zu bieten, das mit der Geschwindigkeit und der High-Fidelity-Erfahrung der Spieler auf ihren PCs und Konsolen \u00fcbereinstimmt”, erkl\u00e4rt Microsoft.

\n
In der Ank\u00fcndigung<\/a> steht weiter: “Wir testen das Projekt xCloud bereits. Der Test l\u00e4uft auf Ger\u00e4ten (Handys, Tablets), die mit einem Xbox Wireless Controller \u00fcber Bluetooth gekoppelt sind – sie sind aber auch per Touchscreen spielbar. Die immersive Natur von Konsolen- und PC-Spielen erfordert oft Bedienelemente, die auf mehrere Tasten, Kn\u00f6pfe, Sticks und Trigger ausgelegt sind. Wir entwickeln ein neues, spielspezifisches Touch-Input-Overlay, das maximale Responsivit\u00e4t bei minimalem Platzbedarf f\u00fcr Spieler bietet, die ohne Controller spielen m\u00f6chten. (…) Cloud Game Streaming ist eine facettenreiche, komplexe Herausforderung. Im Gegensatz zu anderen Formen der digitalen Unterhaltung sind Spiele interaktive Erlebnisse, die sich je nach Spielerinteresse dynamisch ver\u00e4ndern. Die Bereitstellung eines qualitativ hochwertigen Erlebnisses auf einer Vielzahl von Ger\u00e4ten muss verschiedene Herausforderungen ber\u00fccksichtigen, wie z.B. Video-Streaming mit niedriger Latenzzeit aus der Ferne und die Unterst\u00fctzung eines gro\u00dfen, mehrbenutzerf\u00e4higen Netzwerks. Neben der Latenzzeit sind weitere wichtige Aspekte die Unterst\u00fctzung der grafischen Wiedergabetreue und der Frameraten, die die urspr\u00fcnglichen Absichten des K\u00fcnstlers und die Art der Eingabe, die ein Spieler zur Verf\u00fcgung hat, zu bewahren.”<\/div>\n
Microsoft sieht sich mit ihrer langj\u00e4hrigen Gaming-Erfahrung als gut ger\u00fcstet, um die komplexe Herausforderung des Cloud-Game-Streamings anzugehen. Insgesamt 54 Rechenzentren (Azure und Services) in 140 L\u00e4ndern sollen den Betrieb gew\u00e4hrleisten. Die Latenzproblematik m\u00f6chte Microsoft mit Fortschritten in der Netzwerktopologie sowie bei der Videokodierung und -dekodierung bek\u00e4mpfen. Project xCloud wird in der Lage sein, Spiele-Streaming in 4G-Netzwerken zu erm\u00f6glichen und dynamisch zu skalieren, um an die Grenzen dessen zu sto\u00dfen, was in 5G-Netzwerken m\u00f6glich sein wird, sofern der Standard weltweit eingef\u00fchrt wurde. “Derzeit liegt die Testerfahrung bei 10 Megabit pro Sekunde. Unser Ziel ist es, qualitativ hochwertige Erlebnisse bei geringstm\u00f6glicher Bitrate zu liefern, die in m\u00f6glichst breiten Netzwerken funktionieren, wobei die Einzigartigkeit jedes Ger\u00e4ts und Netzwerks ber\u00fccksichtigt wird”, hei\u00dft es.

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Das Ziel von Microsoft ist es, dass die Entwickler ihre Spiele ohne zus\u00e4tzlichen Aufwand auf alle Ger\u00e4te in der xCloud verteilen und dies entsprechend skalieren k\u00f6nnen. Der Ank\u00fcndigung ist zu entnehmen, dass sie ein neues, anpassbares “Serverblade” entwickelt haben, das die Komponenten mehrerer Xbox-One-Konsolen sowie die dazugeh\u00f6rige Infrastruktur umfasst. Die Rechenzentren in den Azure-Regionen k\u00f6nnen mit diesen “Custom Blades” im Laufe der Zeit aufgestockt werden.

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