Newtype-001
Member
Guess that, by that logic, the PlayStation Vita is "effectively" more powerful than the Xbox One (when remote-playing a game from a PS4).
∑(゚ロ゚〃
Guess that, by that logic, the PlayStation Vita is "effectively" more powerful than the Xbox One (when remote-playing a game from a PS4).
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.
Guess that, by that logic, the PlayStation Vita is "effectively" more powerful than the Xbox One (when remote-playing a game from a PS4).
I want someone to make a game where the npc lives, economy etc are simulated on the cloud
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?
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.
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.
So what happens if the connection quality drops from 2 Mbs to 1 Mbs?
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.
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.
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.
Videogamer.com says the cloud processing is restricted to the multiplayer and not available in the campaign:
http://www.videogamer.com/xboxone/c..._bandwidth_of_a_regular_multiplayer_game.html
This made me laugh. But still, air nomads, bruhEverything changed wen the cloud attacked. Seriously MS is the fire nation, the cloud is Sozen's comet and PlayStation is the air nation.
Yeah, using cloud processing offline would be pretty impressive..............
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.
So what happens if someone else in the household starts watching netflix and the connection quality drops from 2 Mbs to 1 Mbs?
So what happens if someone else in the household starts watching netflix and the connection quality drops from 2 Mbs to 1 Mbs?
Isn't that most MMOs?
What happens when you're offline?
Even if that were true, there's nothing stopping other game developers from renting servers from Microsoft.Pretty sure Microsoft are the only ones with the proper infrastructure to use it though.
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.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.
They aren't trying. This is all Games Radar's doing.
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.
Yeah, I'm glad they kept it to multiplayer if that's true.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.
Is this the first time physics calcs have been offloaded to a remote server in games?
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.
I would also like to know this, but I do not think this is thread for this type of question. We will mainly see gifs of people laughing and eating popcorn.
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.
Smoke comes out of your Xbone.
Adam Orth, is that you?
Guess that, by that logic, the PlayStation Vita is "effectively" more powerful than the Xbox One (when remote-playing a game from a PS4).
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?
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.