Yeah I see that but every developper know that you can create something really heavy computanionally (? I don't know if it's a word sorry guys I'm french I'm doing my best) speaking when you can obtain the same results coding better (though I'm not saying it was)
but I think it lacks details like small pieces falling, chairs, better textures etc.
And after playing beamNG it doesn't look that impressive to me.
If every developer can create this and achieve the same results "through coding better," then I think we would have seen destructive environments in more than just one noteworthy "blockbuster" series over the last 10 years.
I remember when Red Faction 1 came out, there was an expectation that wall deformations would be the norm from here on out, but really, it never emerged much past that series.
Although forgive me if I misread your post, as there might be a language barrier here.
Guys guys I'm not saying it lmooks bad, nor cloud computin is a shame or anything I'm just trying to understand what you find impressive in those videos that's it.
And of course I agree with all of you it's on another level of red faction it's OBVIOUS.
I'm just saying that for consoles allegedly 8 times more powerful this doesn't look 8 times better.
And I'm questionning not the viability of cloud computing but the necessity in what seem achievable on our console without it.
I don't think that you need to question the necessity of it, as this is one of the first instances of a game that's utilizing it. I can't see the negative in having one game in the last 2 or 3 years try out a new technology. We have a million corridor shooters with beautiful environments but generally the same gameplay tropes, and so I can't see how it's harmful for one series to try to utilize available technology in a different way.
Also, just to put to bed the console warriors arguments: Cloud computations are available for Playstation developers, Wii developers, and even mobile developers. The only difference for Crackdown is that by partnering with Microsoft, Microsoft is letting them use Azure's distributed computing engine for little (or no?) cost. But any developer/producer could likely do the same and push other games in the same way using Amazon EC2, Google App Engine, and the handful of other high-capacity distributed computing platforms.