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Crackdown 3 uses cloud-based physics processing to enable environmental destruction

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we should have listened

why didnt we listen
 
This is seriously ground breaking stuff. Why the "power of the cloud" jokes? We are FINALLY seeing real, gameplay improving mechanics handed off to the cloud. That's amazing. We should be rooting for this. These kind of devs who think a bit outside the box, devs with their heads in the clouds benefit game developers, gamers, and the whole gaming community. 🙌🙌🙌🙌🙌🙌
This guy gets it.
 
No it's not. This is not just steaming a game. This isn't remote play.
Did you give up the fight in the other threads and are trying to start over here?

It's streaming a bit of the game, in this case the physics. If it was streaming the whole thing we might expect better graphics as well. The Vita/PS4 argument is just as valid as the XBO/Azure one, and it's just there to highlight that it's a pretty dumb argument to be having in the first place thanks to a silly PR piece.

It's cool tech and could be used for some really interesting things, particularly in world simulation for online open world games. Imagine a GTA online where the city population is simulated in real-time, crimes in one area change the population dynamics, increase police activity, change the economy, etc. Instead of cops disappearing in a matter of minutes, they would investigate any evidence you left behind and use it to track you down over the course of hours or days. The next time you log-on you find your safe house is surrounded and you have to fight your way out and find a new place to lay low.

Funnily enough, I don't think the use in Crackdown is very interesting at all. I'm sure similar destruction (skyscrapers knocking down skyscrapers) could easily be achieved without the servers but it just wouldn't be as realistic, which hardly seems relevant when you're knocking down skyscrapers with super powers.
 
How is that contiguous monetary costs not relevant here?

Age of Ascent's Azure costs for supporting 100,000 concurrent players is $75 an hour. Assuming 100,000 concurrent every hour of every day for a year(the extreme worst case) we are looking at $650,000 a year. If you have 100,000 people concurrently playing your game, a little over half a million dollars to support them seems ok.
 
Haven't we had full level destruction on Ps2's red faction already? Why is Crackdown the first next gen game to take it a step further?
Well kind of, but it was vastly more primitive. Red Faction's tech effectively consisted of making large angular chunks of the geometry disappear into thin air.

This is procedural, real time destruction of hugely complex physical objects.

It's akin to comparing Southpark to Toy Story, it's not so much "next level" as it is a quantum leap.
 
Exactly why I don't understand the rabid resistance. This is good for everyone. Things like this push games forward on all sides.

To be fair the last bit of your post is true

Respawn's experience with Titanfall 1 using the cloud (however minimal) will benefit Titanfall 2 players on PS4 and XBone.

I'll be interested to see how heavy they push the cloud marketing speak for that sequel.
 
This is seriously ground breaking stuff. Why the "power of the cloud" jokes? We are FINALLY seeing real, gameplay improving mechanics handed off to the cloud. That's amazing. We should be rooting for this. These kind of devs who think a bit outside the box, devs with their heads in the clouds benefit game developers, gamers, and the whole gaming community. 🙌🙌🙌🙌🙌🙌

🏃
 
Seriously? In 2014 in say March, was the xb1 in the first year of Its life? Yes! That was the first year, it was not one year old yet it was in its first year. Is this a language barrier kind of thing?

Holiday 2016 could actually put it into the end of the third year since many of those games tend to launch in Oct - early Nov. to beat Black Friday. The game is targeted for Summer 2016 anyway, though.
 
Age of Ascent's Azure costs for supporting 100,000 concurrent players is $75 an hour. Assuming 100,000 concurrent every hour of every day for a year(the extreme worst case) we are looking at $650,000 a year. If you have 100,000 people concurrently playing your game, a little over half a million dollars to support them seems ok.

That's also assuming MS charges them full price for this which is unlikely here
 
This is seriously ground breaking stuff. Why the "power of the cloud" jokes? We are FINALLY seeing real, gameplay improving mechanics handed off to the cloud. That's amazing. We should be rooting for this. These kind of devs who think a bit outside the box, devs with their heads in the clouds benefit game developers, gamers, and the whole gaming community. 🙌🙌🙌🙌🙌🙌

This.
 
Ok and on both of those connections you can do Crackdown (4 Mbps max.) and a HD video stream (6 Mbps) at the same time.

Can't believe this is the new argument.

You're right, you can, I wouldn't advise it but you can, and why does this have to be an argument? That comment wasn't even about crackdown at all, it was about somebody spewing nonsense about average connection speeds.
 
To be fair the last bit of your post is true

Respawn's experience with Titanfall 1 using the cloud (however minimal) will benefit Titanfall 2 players on PS4 and XBone.

I'll be interested to see how heavy they push the cloud marketing speak for that sequel.

If Sony was doing this I would still say wow, how cool is that. I love innovation. It's exciting and curious.
 
I just don't fully understand how 2 - 3MB/s of extra processing power makes such a HUGE difference when the on board hardware transfers data in the GB/s range. Otherwise I find this all very exciting and can't wait to see it realized.
 
From your post history maybe its that it is on Xbox?

No, not really sure what you mean by this but I didnt mean for it to be console war stuff. Im fine with xbox. I think you are looking for something when its not there.

I was referring to the physics, that they didnt look right.

Hahah, you're absolutely too precious.

It's like you actually think you know what you're talking about while scrabbling around for reasons to hate a game that you feel that you should hate because it's not on PlayStation. Adorable!

(PS. Bridges collapse. Even with explosives, they very rarely FLY UP INTO THE FUCKING SUN.)

Uhhh ok... I was referring to how a game that it simply didnt look "right" to me.

You guys are really desperate to defend this wow...
 
Yeah, they should have made the game to be always online.

I wonder where Xbox would be today if they hadn't backpeddled on that always on thing.
I think not much would have changed. We would've gotten the same box, the same games etc. Just that without internet we wouldn't be able to play them.
I think the main thing that changed when Mattrick left and Spencer took over was the marketing.
Afterall I think thing wouldn't have been so bad if everything stayed as it was planned, and with cloud gaming the always on stuff would actually be benefitial.
 
After watching the video....

The funny part is that at the end he says "This is a demonstration on the technology that we are building, This is not fully representing of the gameplay"
 
Some irony here

Isn't really though, is there?

There's a handful of people talking about how cool something might be, getting shot to shit by a crowd of people who absolutely refuse to believe that anything from the company that makes Windows might actually be good.

As usual.
 
So, during that video demo, they showed a skyscraper toppling over onto another & it only used 3 times the Xbox One's spare compute power (for physics).

What I'm curious about is how much power is that and when are PC game makers going to implement that level of physics in a PC game.

Even if 25% of the X1 is devoted to physics in Crackdown 3, that would suggest a PC would have no problem doing 4, 8, 16+ the physcis processing.
 
Holiday 2016 could actually put it into the end of the third year since many of those games tend to launch in Oct - early Nov. to beat Black Friday. The game is targeted for Summer 2016 anyway, though.

Well, I did say or the end of year 3 in my original post. I hadn't seen anything relating to this being aimed at summer 2016 though, where did you hear/read that?
 
So what happens if someone else in the household starts watching netflix and the connection quality drops from 2 Mbs to 1 Mbs?

Smoke and Mirrors fall out of your xbox then a Ms PR guy assassinates you so the world may never know.

lol
 
Well, I suppose it does for as long as dedicating servers to Crackdown 3 makes financial sense.

IIRC, it's running off the same servers they use for all their cloud computing services. So buying more servers benefits them long after Crackdown's player base drops.
 
I just don't fully understand how 2 - 3MB/s of extra processing power makes such a HUGE difference when the on board hardware transfers data in the GB/s range. Otherwise I find this all very exciting and can't wait to see it realized.

Where are you getting that from? If we're talking about CPU processing power, you're off by orders of magnitude. The way this works is the cloud servers crunch the numbers on these highly detailed physics simulations, then send out to each client the resulting location data of each piece of geometry.
 
That's also assuming MS charges them full price for this which is unlikely here

Sure, MS is certainly taking some of, if not all, of this burden onto themselves. But I believe the argument was that other developers would not use this due to costs. I was just giving a concrete example of one game's cost. This cost of course will be different than Crackdown's due to the different workloads that the servers are doing. How different that is, I don't know.
 
Well, it suppose it does for as long as dedicating servers to Crackdown 3 makes financial sense.

That's the thing though - MS doesn't have to dedicate specific servers to Crackdown for a specific amount of time. When the game needs more servers more will come to life for it. It's supposed to be an automatic process so as the audience gets smaller more resources will be freed up and if the game has a big resurgence down the road the servers will work to accommodate it.
 
After watching the video....

The funny part is that at the end he says "This is a demonstration on the technology that we are building, This is not fully representing of the gameplay" LMAOOOOO!!

Lol, yes, that actuall game will feature much more activities then just shooting building till they collapse.
 
I just don't fully understand how 2 - 3MB/s of extra processing power makes such a HUGE difference when the on board hardware transfers data in the GB/s range. Otherwise I find this all very exciting and can't wait to see it realized.
I'm pretty sure the 2-3mb is referring to the Internet connection required to effectively communicate all this information with the cloud, not an extra 2mb of RAM or whatever.

Unless I'm mistaken.
 
No, not really sure what you mean by this but I didnt mean for it to be console war stuff. Im fine with xbox. I think you are looking for something when its not there.

I was referring to the physics, that they didnt look right.



Uhhh ok... I was referring to how a game that it simply didnt look "right" to me.

You guys are really desperate to defend this wow...

You sound desperate to find something wrong with it...
 
I just don't fully understand how 2 - 3MB/s of extra processing power makes such a HUGE difference when the on board hardware transfers data in the GB/s range. Otherwise I find this all very exciting and can't wait to see it realized.

That's not how it works, at all.

The connection is used to share calculation results. Server steps in letting the console run the game (the rest of it minus heavy physics stuff).
 
It's streaming a bit of the game, in this case the physics. If it was streaming the whole thing we might expect better graphics as well. The Vita/PS4 argument is just as valid as the XBO/Azure one, and it's just there to highlight that it's a pretty dumb argument to be having in the first place thanks to a silly PR piece.

It's cool tech and could be used for some really interesting things, particularly in world simulation for online open world games. Imagine a GTA online where the city population is simulated in real-time, crimes in one area change the population dynamics, increase police activity, change the economy, etc. Instead of cops disappearing in a matter of minutes, they would investigate any evidence you left behind and use it to track you down over the course of hours or days. The next time you log-on you find your safe house is surrounded and you have to fight your way out and find a new place to lay low.

Funnily enough, I don't think the use in Crackdown is very interesting at all. I'm sure similar destruction (skyscrapers knocking down skyscrapers) could easily be achieved without the servers but it just wouldn't be as realistic, which hardly seems relevant when you're knocking down skyscrapers with super powers.

There is no streaming! The compute heavy physics calculations are outsourced to servers in the cloud which will give back the geometry/physics data for the destruction. The content has still to be rendered by the Xbox One GPU. Streaming means that a (partial) scene was rendered on a server and the rendered data was sent to a streaming client (application/process/thread on the console). Totally different!
 
Age of Ascent's Azure costs for supporting 100,000 concurrent players is $75 an hour. Assuming 100,000 concurrent every hour of every day for a year(the extreme worst case) we are looking at $650,000 a year. If you have 100,000 people concurrently playing your game, a little over half a million dollars to support them seems ok.

Never heard of the game, Is the game F2P or subscription based? Because that's very different than your normal one single time $60 purchase games.

Also judging by the "x20 more processing power than XBO", Crackdown will cost a lot, lot more than Age of Ascent.

That's also assuming MS charges them full price for this which is unlikely here

MS won't charge anything, it's their game after all, but it still will cost them.
 
I was under the impression that the destruction only applied to multiplayer and that single player would have no destruction or very little.
 
I just don't fully understand how 2 - 3MB/s of extra processing power makes such a HUGE difference when the on board hardware transfers data in the GB/s range. Otherwise I find this all very exciting and can't wait to see it realized.

2-4mbps is the data rate required. The processing power could be anything.
 
After watching the video....

The funny part is that at the end he says "This is a demonstration on the technology that we are building, This is not fully representing of the gameplay"

The demo is at Gamescom. People are playing, and experiencing this cloud-based destruction. It's not hype-reel trickery.
 
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.

I'd bank money on the Xbox Two (hah) in six years having a remaster of Crackdown 3 without internet connection required.
 
I can believe it.

MS has Azure, the biggest and most powerful cloud powered network currently in existence. If they tap even a fraction of that power, it's a wrap. No other console can conceivably come close to offering a similar experience.

I get that people are sceptical, but you really shouldn't be. We're living in a cloud powered world and MS is that the forefront. They have the infrastructure and now it's up to developers to show they have the abilities to tap into it.

Exciting times ahead.
 
It's streaming a bit of the game, in this case the physics. If it was streaming the whole thing we might expect better graphics as well. The Vita/PS4 argument is just as valid as the XBO/Azure one, and it's just there to highlight that it's a pretty dumb argument to be having in the first place thanks to a silly PR piece.

It's cool tech and could be used for some really interesting things, particularly in world simulation for online open world games. Imagine a GTA online where the city population is simulated in real-time, crimes in one area change the population dynamics, increase police activity, change the economy, etc. Instead of cops disappearing in a matter of minutes, they would investigate any evidence you left behind and use it to track you down over the course of hours or days. The next time you log-on you find your safe house is surrounded and you have to fight your way out and find a new place to lay low.

Funnily enough, I don't think the use in Crackdown is very interesting at all. I'm sure similar destruction (skyscrapers knocking down skyscrapers) could easily be achieved without the servers but it just wouldn't be as realistic, which hardly seems relevant when you're knocking down skyscrapers with super powers.

Nothing is being streamed, data is being off-loaded for server side calculations then sent back to the console.
 
Seriously? In 2014 in say March, was the xb1 in the first year of Its life? Yes! That was the first year, it was not one year old yet it was in its first year. Is this a language barrier kind of thing?



Not a language barrier at all, simply you not understanding context.


"Hey, this technology will last about 2 years"... well it's 2013 so we're already in year one so we're half way through... why bother?... huh? but sir! we just launched! nope, sorry 2013 means year one aka we're a year into 2 years, so only a year left.... ughh

Saying the technology won't get used enough because we're already half way through the gen at 1.5 years into the birth of the new consoles is disingenuous, unless you have a different point that I'm not getting.
 
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