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

Too bad the game looks like crap. Something about this feels off as well, I can't put my finger on it. I think it was when he shot out the bridge and it fell straight down and took out everything below it which didn't seem real to me.

From your post history maybe its that it is on Xbox?
 
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?

I didn't "give up a fight", I repeated my argument, until I was tired by people mistaking a discussion for "a fight", and not investing enough time to actually read what I actually argued.

I can post it again, if somebody want's to try anew.

The fact that you can allocate virtual servers and use them as you please was never disputed. The debate was about the scope of applicability of such servers to running a game, as well as the economic feasibility of doing that.

They have made destruction physics asynchronous and are running them on servers. Running basic physics, like collision detection, on servers is a standard procedure in online games. So that in itself is not extremely surprising. Running more complex destruction physics asynchronously certainly required some development effort and is surely not trivial. But to put that achievement properly in context, the following question have to be answered.

- How much processing power is actually used for these calculations per collapsing mash?
- Are collapsing buildings reused for all connected players in a shared online match, and if so, between how many players are they shared?
- What was the development effort of building and testing such a physics component?
- How expensive is it to run these servers?

Looking at what is happening in these gifs, I strongly suspect that the processing resources required for a single collapsing structure are way less than "20x". As others have said, that collapsing mash just does not look "20x" more complicated than similar things seen in other games. You could likely reach that number by aggregating everything that is happening at the same time in that shared online world. But if that world is shared by, lets say, 20 players, the figure loses its impact. "20x" for 40 players is less of a talking point than "20x" per player.

The more important point, though, is the question of development efforts and server costs. As I argued in earlier threads, it makes no sense to build such a thing, unless your game absolutely needs it, or you explicitly want to have a tech demo. It increases development costs and it creates server costs. Since destruction is something that has obviously already been done on much weaker hardware, a developer would, under normal circumstances, just create a physics components that scales well with the local hardware that is available. It's easier, cheaper, and creates virtually the same game. My prediction is that, for these reasons, this will remain an insular case.

Which fits nicely with the revelation, that this "offloaded processing" is only there in multiplayer mode. That is the only gameplay that needs an online infrastructure anyway.
 
They will have to do a lot of server load testing on this so I am glad to see a beta test is coming. However I do have to wonder how much profitability they are going to need to make all those servers worth it.
 
So what happens if someone else in the household starts watching netflix and the connection quality drops from 2 Mbs to 1 Mbs?
 
Well this game is slated for 2016, likely holidays which would put it only just into the 4th year of the xb1 or at the very end of year 3. Counting years from nov->Nov of course. So it likely would be in the second half of the generation.


November 2014 = 1 year
November 2015 = 2 years
November 2016 = 3 years


How does that put XB1 into it's 4th year? He also said that we're already half way, he didn't say we "WILL BE" half way when the game launches, even though that's still wrong.
 
What a clickbait title, the console doesn't become more powerful it uses the platform to make more computational resource available.

We know the tech works now, but a smooth release is a different matter.
 
Everything changed when MS attacked. Seriously MS is the fire nation, the cloud is Sozen's comet and PlayStation is the air nation.
 
popcorn_stephen_colbert.gif
 
Too bad the game looks like crap. Something about this feels off as well, I can't put my finger on it. I think it was when he shot out the bridge and it fell straight down and took out everything below it which didn't seem real to me.

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.)
 
As usual there's no point in overestimating nor underestimating this.."feature". It actually works in limited scenarios. Yes it's a limited thing, but it's not a bad thing at all. And it can work on all types of platforms, although basically only MS is doing it right now.
 
Yup, this should fun.

Microsoft doesn't turn off servers. The game will access Thunderhead and draw based on usage. This isn't like Reagen/Sumo are running a server farm.

Microsoft has never turned off the online features of one of their games since they own servers....oh wait...
 
They will have to do a lot of server load testing on this so I am glad to see a beta test is coming. However I do have to wonder how much profitability they are going to need to make all those servers worth it.

Each of those Xbox equivalent compute units is really just a slice of a single virtual server. Microsoft has tons of them sitting around, many of them not being used at any given time. So it's really just a matter of paying the electrical bill to run the things.
 
Not sure I agree with that statement, but I believe the biggest xbone advantage is the whole backend structure at their disposal, and ms being the platform holder could mean the costs wouldn't be prohibitive to make it a default system feature.
 
Yeah, using cloud processing offline would be pretty impressive..............

A campaign is not necessarily an offline-only affair, you know. But it would've probably required too much work to develop a campaign for both offline and online scenarios.
 
"so with crackdown, is the xbox the most powerful console?"

"yes"

"how"

"when we dont actually use the console and we can offload some shit elsewhere"


I understand the point but the wording and everything about it is really stupid
 
I didn't "give up a fight", I repeated my argument, until I was tired by people mistaking a discussion for "a fight", and not investing enough time to actually read what I actually argued.

I can post it again, if somebody want's to try anew.



Which fits nicely with the revelation, that this "offloaded processing" is only there in multiplayer mode. That is the only gameplay that needs an online infrastructure anyway.

Your argument was and still is wrong. That's why you gave up. It's expensive. It won't be used in other cases. Why really do it? How much can this mesh collapsing take really (which has been shown to not be the case)?
 
So what happens if someone else in the household starts watching netflix and the connection quality drops from 2 Mbs to 1 Mbs?

I'm guessing you would get booted from the MP match, just like if your internet craps out in any online game. Common internet speeds are around 25-50mbps now, though, so I don't see it being a problem.
 
So what happens if someone else in the household starts watching netflix and the connection quality drops from 2 Mbs to 1 Mbs?

Someone in the other cloud thread joked saying 720p lol.

But seriously, it probably becomes a super lag fest.
 
I didn't "give up a fight", I repeated my argument, until I was tired by people mistaking a discussion for "a fight", and not investing enough time to actually read what I actually argued.

I can post it again, if somebody want's to try anew.



Which fits nicely with the revelation, that this "offloaded processing" is only there in multiplayer mode. That is the only gameplay that needs an online infrastructure anyway.
Full destruction of a city in single player and co op doesn't make sense in Crackdown. If you could destroy everything orbs would be unobtainable and the campaign would be a mess. You wouldn't be saving the city which is he point.

They could have gone online only if they wanted. It's design not ability.
 
So the 100% physics based destruction is only available to multiplayer and can't be accessed by single player even if you're connected online?

"“We do not use that [cloud processing] in the campaign game. We wanted to create a very different experience for multiplayer.” - Dave Jones"
- Via VG_Dave from twitter

Hmm, ok.
 
Full destruction of a city in single player and co op doesn't make sense in Crackdown. If you could destroy everything orbs would be unobtainable and the campaign would be a mess. You wouldn't be saving the city which is he point.

They could have gone online only if they wanted. It's design not ability.
Yeah, I'm glad they kept it to multiplayer if that's true.

I don't want building collapsing before I can get to the Agility orbs.
 
November 2014 = 1 year
November 2015 = 2 years
November 2016 = 3 years


How does that put XB1 into it's 4th year? He also said that we're already half way, he didn't say we "WILL BE" half way when the game launches, even though that's still wrong.

November 21st = 3 full years. November 22nd is the 1st day of its 4th year.

Unless you didn't think November 2013 wasnt in the 1st year of the xb1?
 
A campaign is not necessarily an offline-only affair, you know. But it would've probably required too much work to develop a campaign for both offline and online scenarios.

Exactly, a two tier destruction system for online and single player is one thing, but making a campaign for single player that would work offline or online is a whole different ballgame.

Now, if the console was online only.............
 
I like how people are upset the single player is limited because it's offline. If the single player was online always they would just bitch. "I don't need destruction, let me play offline".
 
I didn't "give up a fight", I repeated my argument, until I was tired by people mistaking a discussion for "a fight", and not investing enough time to actually read what I actually argued.

I can post it again, if somebody want's to try anew.



Which fits nicely with the revelation, that this "offloaded processing" is only there in multiplayer mode. That is the only gameplay that needs an online infrastructure anyway.

- Are collapsing buildings reused for all connected players in a shared online match, and if so, between how many players are they shared?

Of course. You see players actively running on buildings that are in the process of collapsing. Plus, building debris can be picked up and thrown. This stuff must be synced across all players otherwise shit would look wonky.
 
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