are you under the impression that titles using the cloud, will look different/perform differently than their offline counterparts? better destruction, better grass, and lighting? the only information from Microsoft you have.
or would offline tower destruction be different?
The vast majority of computations done for games are latency-sensitive. And by vast majority, I mean pretty much all of them.
Let's say you wanted to play Civilization V in the cloud. Which you could. But outside of games which are turn-based, the cloud can do fuck-all for the important stuff that game consoles would like to see offloaded from the local CPU.
The other problem is if you do manage do something completely game-essential out in the cloud, if your Internet experiences even a momentary loss of connection, your game goes kaboom. This is completely unacceptable for any single player games, and it would be quite disruptive for conventional multiplayer games. When the MMO's server dies a melt-and-die, no one can log on and play until the server comes back up. Now let's apply that to all games, single or multiplayer. I can't think of a better recipe for the end of the world for gaming than that.
If the game requires an online connection the game will require an online connection. Nothing's changed.
Well, Sony is saying "we can do it to if we need to!" which of course means that they are dirty liars since cloud processing is apparently a myth according to many posters here.
Everything's changed....atleast the message (of this BS).
Like before the 180, XB1 had DRM so always "connected". Always connected = able to use DA CLOUD for extra performance. Always available means devs can say something impressive is being done thanx to the CLOUD behind the scenes when in reality its just BS to get people excited.
It was to get players to accept an always online system and to buy them into it. "Ha! PS4 users wish they had the power of the CLOUD! Dead Rising 3 is only on XB1 cuz with CLOUD it can process 1000 zombies! Something not capable on PS4!"
I feel that MS could use this CLOUD thing as a PR speak. Kinda like Sony back in 2006 or so saying rumble wasnt needed because they have "SIXASIX"! Its just to buy those into whatever crap they want to cram forcefully onto people. Anyways, I think some devs cant easily say now "With the power of the CLOUD" any more unless their game requires an on going internet connection, even for SP games.
Which publisher's can provide on other platforms (PC), also it's certainly not inconceivable Sony can do the same with the infrastructure they are doing with Gaikai.
Power of the Cloud was always just a load of nonsense to cover up the fact they'd gone cheap(er?) on the hardware to compensate for Kinect.
yes they spent millions to build extra Live servers onto Azure for all devs to use for free all so they can say "Powa of clowd", instead of getting a slightly more powerful GPU
I don't think people think its a myth, moreso they're not really using it to the extent that they claimed. I mean the whole justification for the 24 hour DRM was cloud computing and making sure your game was bought legitimately.
Even if Sony did say "me too" they still aren't pushing it as aggressively as Microsoft was.
You clearly do not understand what that service is...
I said it's possible and we see it all the time on PC where graphical features can be disabled if your computer can't handle it. Some games used PhysX but what happens when that isn't supported by your video card or you turn it off? Does the game stop functioning? We also saw this recently with Tomb Raider where the hair is different depending on if you can use TressFX or not. So far all we know is that Titanfall is using the cloud to calculate AI in real time and Forza is using it to create driveatars that don't need to be streamed in real time and can downloaded and stored when available and if not available will use premade AIs that ship with the game. As for what else will be done we don't know yet but to say it's not possible at all is ignorant.
Tell that to Respawn.
Turn 10 said Forza will use your friends to replace regular AI drivers. Was that merely an optional feature you could switch off or was that default? If it was default, then I guess Turn 10 need to work on some AI drivers before launch.
Generally speaking, however, we will see titles that require an always-online connection on both platforms.
Tell that to Respawn.
Tell what to Respawn? Do you realize that all MMOs today have the mob AI calculated by the server right now? THE POWER OF THE CLOUD, HERE TODAY?! MIND BLOWN!
here is a real example of something you COULD do with cloud processing that you couldn't do locally on the box. in a driving game, it is very easy to predict when your car is going to crash ahead of time. so you upload the data of the crash that's about to occur to a big number crunching farm, that is dedicated to calculating crash physics on a much higher level than the local cpu can. then, that data gets sent back to the system. if it arrives in time for the actual crash, it then plays back that simulation. if not, it uses a simpler crash model.
there are items you could account for latency with, like car crashes. we weren't likely to see such things though, not on a system that allowed for the console to be offline for up to 24 hours at a time.
Turn 10 said Forza will use your friends to replace regular AI drivers. Was that merely an optional feature you could switch off or was that default? If it was default, then I guess Turn 10 need to work on some AI drivers before launch.
Generally speaking, however, we will see titles that require an always-online connection on both platforms.
No, that's really not possible. At least not in a way any developer would ever bother jumping thought the hoops necessary to make it work. You sound like you drank some of that cloud kool-aid.
You people really don't get it do you. It's not the bloody technology, it's the cost free access to it.
According to Turn 10 its nothing like Forza 1 (it just shares the same name). And it learns on an individual and community level.Go play Forza 1 and you will have your answer
Well of course, the cloud processing is being done by actual computers. Its a matter of how cost effective, how granular, scalable and accessible to developers those servers are. Its all servers, but organized as a virtualized cloud and made easily accessible as pure processing power via a simple SDK seems like actual innovation.the NPCs aren't something that couldn't be done locally, they're just something Respawn offload so they don't have to worry about performance going down as the number of NPCs goes up. nothing specific about Azure makes this possible. any dedicated server can do this on any platform.
UT3 used 'the cloud' on PS3 to calculate AI of multiplayer bots on the dedicated servers.
so fucking what?
the NPCs aren't something that couldn't be done locally, they're just something Respawn offload so they don't have to worry about performance going down as the number of NPCs goes up. nothing specific about Azure makes this possible. any dedicated server can do this on any platform.
You people really don't get it do you. It's not the bloody technology, it's the cost free access to it.
I think it has more to do with easily syncing what the clients 'see' to what the server 'sees' so everyone is on the same page.
You clearly do not understand what that service is...
We’re provisioning for developers for every physical Xbox One we build, we’re provisioning the CPU and storage equivalent of three Xbox Ones on the cloud. We’re doing that flat out so that any game developer can assume that there’s roughly three times the resources immediately available to their game, so they can build bigger, persistent levels that are more inclusive for players. They can do that out of the gate.
I see, so Free to Play MMOs don't actually exist or something.
They showed a demo at E3 where they Xbox One was able to accurately recreate the trajectories of 40,000 real asteroids in our solar system. When they added computations done from the cloud they were able to display 300,000. Currently some games are calculating AI in the cloud and they've given many other examples like precalculating lighting in a scene or doing physics calculations for foliage and grass. All kinds of stuff that isn't latency sensitive. One example was someone firing a missle at a target like a tower, once the game knows where the missle is going to impact the cloud could be used to calculate the tower destruction and send the data back to the console before it impacts. That kind of stuff.
The vast majority of computations done for games are latency-sensitive. And by vast majority, I mean pretty much all of them.
I see, so Free to Play MMOs don't actually exist or something.
Well of course, the cloud processing is being done by actual computers. Its a matter of how cost effective, how granular, scalable and accessible to developers those servers are. Its all servers, but organized as a virtualized cloud and made easily accessible as pure processing power via a simple SDK seems like actual innovation.
What a strange question. Of course not.Now that Xbox One doesnt require always online anymore, what about the games developed using resources from the cloud?
I mean if MS didnt outright lie about this, what about the games deep into development, will they have to be substansially altered?
Well of course, the cloud processing is being done by actual computers. Its a matter of how cost effective, how granular, scalable and accessible to developers those servers are. Its all servers, but organized as a virtualized cloud and made easily accessible as pure processing power via a simple SDK seems like actual innovation.
And this is already huge by itself. Microsoft should have communicated the ease and cost efficiency that game developers can benefit from for their online games. They should not have brought "performance" as a relevant factor to the table.
Perhaps in a previous gen game.
As a game developer, there are lots of "extra" features you'd love to have in your game that you simply couldn't afford to dedicate 3-5ms per frame of processing towards, so you cut those features in order to avoid cuts to your core gameplay experience.
There's a ton of different things that can be offloaded that will make the overall game a hell of a lot better. I look forward to NDAs being removed so devs can start talking about some of them to the community.
I see. So you don't have 3-5 ms per frame on the local machine to spare, so instead you offload it to a virtual cloud machine which has minimal latency of 50-100 ms? Huh?
I think the idea is that you offload processes that aren't latency sensitive and that frees up those 3-5ms per frame instead of having to cut those features.I see. So you don't have 3-5 ms per frame on the local machine to spare, so instead you offload it to a virtual cloud machine which has minimal latency of 50-100 ms? Huh? Are you aware of how not making any sense here you are right now?
I see. So you don't have 3-5 ms per frame on the local machine to spare, so instead you offload it to a virtual cloud machine which has minimal latency of 50-100 ms? Huh?
Making games is also a business, hence, cost/benefit assessments are always involved. Why would a developer/publisher/platform-provider invest substantial time and money into the implementation of very complicated software parts that (a) are of limited applicability, (b) require the ongoing operation of a costly infrastructure that somebody has to pay for, and (c) do not even substantially add to the value of the game to such a degree that it would influence people's buying behavior?
It's nice to see some people understanding this. They really need to clarify their messaging and release more pertinent information, because what they're offering developers is awesome and people here are dismissing it as though it's some sort of PR spin.
Exactly.
If what you're doing doesn't have an immediate impact on gameplay, then that latency isn't a problem in the slightest. There are dozens of features that fall into that category.