DarkoMaledictus
Tier Whore
Is the cloud real... is the almighty, all knowing cloud a reality? ... 
Who cares about this:
![]()
When you can have 1080p?
What if Crackdown 3 is 1080p?
Now what?
What happens when you're offline?
No, azure has always had the ability to spin up on demand... That's its claim to fame...
Cloudgine portion is its work on engines that are designed to use local and cloud processing together deliver a game...
GAF pre gamescom- hahaha, power of the cloud!!! Lolz!!
GAF post gamescom- oh but Sony can do this too if they feel like it!!!
I need the cloud to help me process all the back flipping![]()
Who cares about this:
![]()
When you can have 1080p?
What if Crackdown 3 is 1080p?
Now what?
yes I know that, thats why, if you go read the post carefully, i said isn't it the Cloudgine technology here the more important part not Azure, since they can probably tailor the Cloudgine tech to be used on other clouds, be it AWS or whatever new company comes up with one
http://uk.ign.com/videos/2015/08/06/17-minutes-of-explosive-crackdown-3-gameplay-gamescom-2015This looks really fun. It looks like they built the entire engine around complex collisions.
But that's not direct footage is it?
The contrast looks way off. Way too dark and crushed.
Well, they are both important... The important part of Azure is that it's inhouse, which makes this use case economically sound...
I remain rather skeptical (my daily work consists of running computation on often thousands of computers). Still smells strongly of marketing to me (which does not mean it does not run on servers) - it's a cool marketing line, and it somehow doubles down on the dubious marketing of the xbox one regarding cloud tech.
First, it's true the physics are impressive (not blown away, though) but it's not something that games traditionally focus on. . It's better than red faction guerilla, but that's one of the few games that goes for that kind of feature, and that was last gen. I am personally significantly more impressed by something like flex from nvidia, which runs real time on a GPU (yes, one much faster than the one in an xbox one).
https://www.youtube.com/watch?v=0vMllWRX6SI
The money aspect is a bit strange, too.
Azure is not magic. Big data center have driven down the cost of IT and software deployment. They provide tools so that people can use compute as needed, and charge them for it.
It drove down the maintenance/IT cost- but not to zero. It does not drive the electricity cost to 0, in fact, it barely does anything to reduce it.
So yes, let's pretend it takes 14 servers to run the game (is that the number I read somewhere?). Let's count 100W per server (a very generous estimate). Let's say an average gamer is going to play the game for 20 hours. That's 28kW of electricity, something that will cost Microsoft 4 dollars or so. It might be small, but its nothing to scoff at; for a $60 game, for which about 50% go to the publisher/console owner (in this case the same thing, Microsoft), that's a significant amount of money. It also makes it difficult to lower the price.
A gamer that plays the game hundreds of hours ends up costing money to microsoft.
That's bonkers. I guess it's doable with IAP, or continued monetization of some sort (ads? live is not enough).
We could probably work it out if I could find which model PowerEdge they're using...
This is the kind of annoying comment that really brings nothing to the discussion. I'd be equally skeptical if sony showed this.Well I think we would see far less doubters if this was a Sony demo. I don't see the thought process in some of the concerns raised. They did a ton a research into this prior to making a game.
Well then we'll just belittle the games graphical style or accuse it of being all flash and no substance...
Or we'll just say it isn't fun
We'll do whatever it takes to avoid giving credit when it's due...
That's what fanboys are for...
Averages are very misleading.
I live in a rural location, and even I've got 70mb fibre.
Irony so thick you could cut it with a (cloud computing enhanced) knife
So what's stopping them from improving frame rate and stuff?
Well I think we would see far less doubters if this was a Sony demo. I don't see the thought process in some of the concerns raised. They did a ton a research into this prior to making a game.
Also where was this scepticism when Sony showed streaming games which is far more demanding from a bandwidth comparison.
Well I think we would see far less doubters if this was a Sony demo. I don't see the thought process in some of the concerns raised. They did a ton a research into this prior to making a game.
Also where was this scepticism when Sony showed streaming games which is far more demanding from a bandwidth comparison.
How about a proper answer eh? It was a genuine question.Adobe Reader needs an update before they can flip the frame rate and stuff enhancer on.
I"m not going to say Crackdown is definitely going to be 1080p (because the singleplayer is still going to have to process physics locally), but part of the reason this tech is so impressive is precisely because it can boost certain aspects of a game to an exponential level (in this case, physics for Crackdown 3) while freeing up processing power for the console to use on other things (making it easier potentially to reach a higher resolution, framerate, etc.).
This looks really fun. It looks like they built the entire engine around complex collisions.
But that's not direct footage is it?
The contrast looks way off. Way too dark and crushed.
How about a proper answer eh? It was a genuine question.
Compute/W is not _that_ variable, so what we'd really need to know is the load. I suspect the 20 xbox ones is inflated - I actually don't think it's all that high. But I am surprised that they'd be willing to bear any cost normally born by the customer.
But if it makes the game that much more fun and creates an addiction they can monetize somehow, perhaps.
How about a proper answer eh? It was a genuine question.
If leveraging cloud for physics computation leaves you more resources to use elsewhere, in terms of urban open world cream of the crop graphics on the Xbox One, these are the kinds of visuals Crackdown will compete with.
GAF pre gamescom- hahaha, power of the cloud!!! Lolz!!
GAF post gamescom- oh but Sony can do this too if they feel like it!!!
I need the cloud to help me process all the back flipping![]()
cloud margins are razor thin (the profit thoroughly comes from the scale; it is to compute what Guangzhou is to manufacturing), so there is really not that much of a benefit of running it in house.
And as I pointed out earlier, the economics of it are somewhat strange, and that is just considering electricity cost, no maintenance or IT.
Compute on the bone is what, 1.2tf? So taking the PR line at 14x we're looking at 16.8tf, or about one AMD Ultra workstation.
GAF pre gamescom- hahaha, power of the cloud!!! Lolz!!
GAF post gamescom- oh but Sony can do this too if they feel like it!!!
I need the cloud to help me process all the back flipping![]()
Clearly.
Well, it's one step closer to wide acceptance and the potential of generating more interesting conversation around its applications, which is better than the tired lolz. Cheers to progress.
That's the assumption, and they have a year or so to prove that, but so far outside of the physics, the game ins't exactly an absolute stunner, not in terms of it's visuals, lighting, textures, animations or IQ. Then again, it's single player might be much better looking, or not if campaign gameplay doesn't use cloud.
If leveraging cloud for physics computation leaves you more resources to use elsewhere, in terms of urban open world cream of the crop graphics on the Xbox One, these are the kinds of visuals Crackdown will compete with.
In a broad sense, yeah the framerate supposedly won't chug with all that destruction but I'm talking about a 30 to 60 fps kind of improvement.Trust me... it IS improving framerate.
:^)I was being serious.
A game can be impressive without having to be impressive in every single area. Those examples are all going to look hilariously static when compared in motion... it'd be like having a character with long hair that doesn't flow... sure the detail may be there, but as compared to even a simpler model with L'Oreal-tech, you're going to notice the differences immediately.
In a broad sense, yeah the framerate supposedly won't chug with all that destruction but I'm talking about a 30 to 60 fps kind of improvement.
Why would they look hilariously static in motion? If anything they'd look even better, as a lot of them have serious post processing effects that are far better appreciated in motion, e.g. things like smoke, fog, dust, wind, weather, debris, realistic cloth motion etc.
If anyone is still playing crackdown 3 in 20 years I'll come back and eat your holographic hat.Game looks incredible, and there's immense potential here, but what happens when the servers go down in 20 years? Just wondering, not gonna knock the statement for it.
Sure, it's real. That's great news.
Doesn't mean they weren't seemingly blowing smoke up my ass for months when they showed literally nothing while talking a big game about the cloud being secret special sauce.
That's the assumption, and they have a year or so to prove that, but so far outside of the physics, the game ins't exactly an absolute stunner, not in terms of it's visuals, lighting, textures, animations or IQ. Then again, it's single player might be much better looking, or not if campaign gameplay doesn't use cloud.
If leveraging cloud for physics computation leaves you more resources to use elsewhere, in terms of urban open world cream of the crop graphics on the Xbox One, these are the kinds of visuals Crackdown will compete with.
Ok. Whatever you say buddy.Sony has nothing to gain for putting on a tech demo for PR, they are not the ones with the weaker console. MS is just leveraging what they can to change the 'underpowered' message. It's not like MS is going to have dozens of different titles wasting Azure time, they just need one example to wave around, red meat for the fans.
So I hope it goes mainstream, but for 3rd parties to make use of the cloud for their games it needed to be possible on both consoles and PC.
Because as the CD3 developer mentioned in the IGN interview, a fully destructible build has to be built like a real building, with an interior, something you ususally don't have. Devs won't be going to great lenghts to enhance games via cloud for a single plattform. Its too much work, but if they can do it everywhere they can build their games for it from the ground up.
I feel like you are trivializing what's going on here...
Firstly, most gaming revenue is front loaded... The amount a company will spend on servers will ultimately limited by that. So unless they are generating significant revenue throughout the titles life , there will be a limited spend.
Secondly a typical game will use 1 VM to host multiple gaming sessions. crackdown will use up to 20VMs at once for one session. That will eat up a developers server budget pretty quickly...
Being inhouse is a definite advantage...
There are plenty of arguments why cloud computing is not a great idea for gaming. You just choose to ignore them.Well, people never had complelling arguments why cloud computing wouldn't work.
I am wondering what OT of this game going to be when it releases next year.
Are you seriously showing "concern" about the visuals of a game that's over 1 year from release? Then also comparing said game to finished and released games with completely different artstyles?
Come on man.
I am wondering what OT of this game going to be when it releases next year.
That's the assumption, and they have a year or so to prove that, but so far outside of the physics, the game ins't exactly an absolute stunner, not in terms of it's visuals, lighting, textures, animations or IQ. Then again, it's single player might be much better looking, or not if campaign gameplay doesn't use cloud.