it's vaporware!
All they really need to say is "Azure saves us money on server resources. Hopefully we can use that savings to develope better games, or maybe pass that savings on to the gamer. Maybe we will, maybewe won't". That would pretty much sum up the reality of the situation.if we're being published by EA
Quite a bit factual for a troll post in all honesty. Are you taking umbrage with the 45 fps because the game dips to single frames and possibly has an average framerate < 40 fps?
It seems like we see this all the time from people defending the AI. They say the Grunts are "cannon fodder" or just there "to get your Titan quicker." However, I have never seen anyone from Respawn say this or even hint to it. Is there a quote from them specifically saying anything even alluding to the A.I. NPC's in Titanfall are there just to get easy kills, level up, or make the battlefield look busy?
Just an honest question. I have read from "journalists" about the "advanced A.I." and I have read in other articles that try to tout the A.I. as some 9th wonder because it is calculated in the cloud. However, I have never seen an official statement concerning the A.I. being there just to level up quicker or be "cannon fodder." It feels to me it is an explanation from customers/fans for the A.I., not from Respawn.
ANyone have a link to such a statement?
There is a big difference between cloud computing and dedicated servers. But not regarding the examples he gives that is possible with dedicated servers as well. The main advantage are that the cloud is elastic and redundant.
But this is not specifically for Azure but for any cloud provider.
My Ping for Titanfall is around 50, and people have been reporting lower and it's all or mostly thanks to the cloud because people aren't relying off of their own servers halfway across the country to host games anymore. It's fantastic.
shows your ignorance really. those are cdn locations for amazon, they don't have anything within mainland europe, they don't have anything within the central usa and MS is going to best them to Australia as well. Same goes for Google, except they have even less locations.
also, what you claim to be the current situation for azure is missing us east, us west, japan east and japan west.
so yes, those are real benefits to using azure.
My Ping for Titanfall is around 50, and people have been reporting lower and it's all or mostly thanks to the cloud because people aren't relying off of their own servers halfway across the country to host games anymore. It's fantastic.
Apparently, the usage of my butt... err the cloud is exclusive to Xbox, at least that's what MS fans keep telling me!
Microsoft doesn't have anything in the central part of the US either. And Amazon most certainly does have service in mainland Europe.
So, no, there aren't any benefits of using Azure over Amazon atm.
So If xbox one is running on Azure...
What is the PC version running on, as PC does not pay for Xbox Live...
mmmm
Then why are so many players getting kills by lagg even though you have a ping of 30?
e.g. you get under fire, run around a corner and die 1-2 second after you are out of sight. that should never happen on dedicated servers.
I just played CS GO on a server where my ping was 15 and many had even lower.
If using Azure servers means no user created servers and no server browser then I don't want those Azure servers.
Hmm so when TF 2 inevitably comes out... will MS still let Respawn use the Azure servers for the One version? I imagine so but I guess that means the PS4 version would be using EA servers I guess.
In case anyone doesn't get it as to why this frustrates people. This post is the crux of the entire issue. Microsoft got called out for being full of it on this. Of course they aren't going to admit that was all bs, so they obfuscate through PR.
I applaud them for the investment in servers, but don't blatantly lie as they did in the above quote.
Stuff
So MS will keep them running out of the goodness of their hearts.
well, you gotta wonder what would Titanfall performance be like without Azure help eh? Since apparently AI enemies are dumb, resolution is 792p and it cant run 60fps.
I've never read so much bullshit from an engineer. Everything they are doing with the cloud can easily be done locally by the console and better. What's the point of offloading the bots ai if it means they end up being the stupidest bots of any game out there, even those running on weaker consoles?
The cloud may have it uses, but not for anything real time that runs at 60fps and depends on latency. However, for persistent worlds/RPGs, the cloud can be something really special.I guess you're right, but seriously nothing in Titanfall is really a showcase of the potential of cloud compute capabilities. At best it mitigates the X1's not so powerful CPU. It maybe this situation of weak hardware that encourages developers to develop advanced and creative solutions using cloud computing, especially where things can be calculated in ways where they still work and are seamless regardless of fluctuating network conditions.Have you seen grunts running/wall running and jumping around the map? They stand there in groups like villagers from the Zelda games.
The proof is in the pudding
PR bullshit..
The benefits you list have no bearing on me as a consumer.
Then why are so many players getting kills by lagg even though you have a ping of 30?
e.g. you get under fire, run around a corner and die 1-2 second after you are out of sight. that should never happen on dedicated servers.
Anyone else feel like if this was true, they would make a video showing the game with the cloud vs without, to show case the power of the cloud?
Microsoft doesn't have anything in the central part of the US either. And Amazon most certainly does have service in mainland Europe.
So, no, there aren't any benefits of using Azure over Amazon atm.
No, there isn't. The cloud is just a scalable bunch of dedicated servers. The end result for the gamer is exactly the same.
It's called dedicated servers, something that was commonplace a decade ago. It's hilarious how these companies take something away and a generation later give them back and people think it's the greatest thing ever.
Microsoft doesn't have anything in the central part of the US either. And Amazon most certainly does have service in mainland Europe.
So, no, there aren't any benefits of using Azure over Amazon atm.
The fact that they can run all this stuff for free is kinda ground breaking tbh. Before games were generally dependent on players hosting servers, or the publisher paying for a limited amount of servers until they considered it not worth the money anymore, or making compromises to the gameplay system itself to make it playable in p2p (again, Outrun 2 and Sonic Allstars).
The details of the deal are unimportant, so long as they work out at the busines end, allowing us to get the servers. I don't need to see the contract, to see that Titanfall offers something online that a p2p alternative wouldn't.
Yeah, in the past they just gave out the server software to anyone that wanted it and people ran their own servers at no cost to the dev or publisher.
Then they became control freaks and forced lots of games to be P2P or the like.
But now they bring back servers via the "cloud" (but still have control over them) and try to sell it like it is a revolution!
All I can say to that is
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How are the details unimportant? What if the amount of server time offered for free to every XB1 game is minuscule? What if the amount offered to big publishers is magnitudes higher than what is offered to indies or mid-tier etc.? What if the amount offered for free is on a case per case basis that is decided by MS?
Without knowing the actual details of it we don't know the ramifications this may or may not actually have to developers going forward. We simply do no know the extent to which the offer in question helps developers
Why do developers keep talking about Azure? Does anyone actually give a shit outside of Microsoft's marketing team?
You ignored the qualifier I attached to that. I said the details are unimportant so long as they work out at the business end. If the dev chooses to use the servers, then the servers are obviously not too expensive for it to make sense. I don't care if the dev/pub has to promote the X1 version prominently, sign exclusivity, or offer babysitting services to MS employees to gain access. If they are choosing to do this, then it's obviously being seen as worthwhile for them, and it's beneficial to me in terms of the product I purchased. If the terms are bad, then the dev either buys time on Amazon or Google services, or we go right back to how things have been for the last decade or so, with compromised online experiences. As it stands right now, there's only positive results that can be seen from the initiative.
Your point here seems to be along the lines of "Sure they're offering free kittens, but what if some people are getting more kittens then others!?". Would you rather we didn't have kittens? Between this and the other review thread you appear to be one of the most pessimistic people on the planet. Most of your posts seem to focus on what could possibly be going wrong either now, or in the future, even when there's no evidence to support your theories.
This is a really longwinded way of saying: People hosing dedicated servers on their own boxes would have resulted in shitty performance for that player. Well no duh. Peer-to-peer and playing on the same box as a dedicated server is always slower (to varying degrees) because that box is also the central communications hub.
Well I'm no Derrick but yes I am fairly pessimistic in a lot of cases that is true
What evidence is there to support any detailed analysis of the offer at all? It's all just theories of what devs/pubs are or are not getting offered because there is nothing in the way of actual details, that's my problem as I've been saying time and again. If you want to try and sell the benefits of the server to consumers like us be specific in what benefits people are actually receiving and don't talk in general vague PR misnomers.
If there's no evidence to support the argument either way, then it shouldn't constantly be brought up to beat the dev over the head with. This was a podcast with Major Nelson, not some John Carmack style technical panel. He clearly states that the cloud network allows them more flexibility with how the servers are created and distributed. He clearly states that this also allows them to have heavy AI unit participation online, which is something that simply doesn't work well p2p, and is often prohibited with dedicated servers due to the costs involved. Those right there are the benefits. He told you them. For the audience he's addressing, nothing more needs to be said really. Most people aren't tuned in to hear about all the backend implementation and handshakes that allow it to happen. They're not tuned in to here the specifics on the deal Respawn were given, and if other devs received the same deal (something they possibly wouldn't even know).
When Apple tells me the new iPhone runs much faster than the old one, and amazingly also has a longer battery life. I don't go "BS! Explain to me how... in detail!!". That's a completely different discussion, often not suited for the audience they're addressing. You initially came into this thread saying they were talking shit about the AI units, because Resogun has lots of voxels.. giving you an answer you'd have been content with on that podcast would have taken a lot longer than I believe the topic justifies. Especially as they couldn't have predicted what you were going to question.
...no one "doubted the servers were there". The point is everything else concerning what the servers are actually doing.
However:
I have no idea what they mean here. Which ships have AI? Assuming they are not talking about ship AI, there are literally no ships doing anything substantial in the game. It's window dressing that's being rendered in our own machines anyways, no? Am I missing something here?
So If xbox one is running on Azure...
What is the PC version running on, as PC does not pay for Xbox Live...
mmmm
Not at all a valid comparison because I can look towards the tech specs and understand on an objective level what the benefit I would perceive to be actually is. The details will exist in the open at some point for any interested party to determine what they are actually getting from their purchase.
My comment on the voxels with resogun was simply stating how ridiculous it is for a developer to say that they can do 400 things on screen because of the compute. It is a meaningless thing to state because we cannot objectively assess what they gained from the compute resources if anything in that regard.
Youre not going to find all these home consoles that have the amount of CPU and bandwidth you need to be broadcasting that theres 400 things moving this frame.
If respawn simply wishes to state that they now have an easy time handling the servers and also run AI on the dedi's that's fine but they have of late been saying things in such a way to heavily suggest other things are actually being done with MS compute but fail to go into any detail whatsoever on it.
The comparison is valid. Sure you can go find the rest of the information out for yourself (and even then many areas of the chip's design will not be publicly available), but that doesn't mean that all these details are fully explained whenever they present the device to people. The tech specs will also not inform you of any OS optimisations that may be effecting the performance and battery life. Furthermore, if you simply wanted to know what was possible using Azure, then that information is also generally available (and is where the majority of what I know about it comes from). The only thing that isn't really available publicly are any business terms between Respawn and MS, and the actual implementation of their code. That's not information you can realistically demand from them.
He didn't say 400 things on screen. He said BROADCASTING that there are 400 things moving this frame. Here, look..
This paints a very clear image of a bandwidth issue being solved by the existence of the servers. But you appear to have misinterpreted this and immediately accused the dev of spouting BS, where in this case they have actually done exactly what you've been asking of them... detailing a benefit of the cloud implementation.
As I said before, I feel that to have worded this in such a way as to have satisfied you, they would have had to dedicate an awful lot of time to just this. Hell, this long ass discussion we're currently having about it somewhat points to that. He could have gone into much more detail, made comparisons to how AI is handled in other games like Phantasy Star Online or Monster Hunter to mitigate connection issues... but you know what? Why should he, on this particular podcast?
I must have missed these. Would you mind pointing some of them out for me?
Please makes sense to me this paragraph in particular
We bounce people around server to server, and so youre hitting a lot of different servers and that lets us do cool things, Shiring continued. But it completely upends the old model of like, Im going to find my server and stay there forever. And so theres been a lot of interesting changes because of that idea thats gone through everything from matchmaking and skill and how we do the training in the beginning of the game and all these things that are no ones really tried before and kind of left everyone scratching their heads for a while when we were figuring out how we were going to do it. But it was really interesting to me.
How would the abilty to bounce around servers allow devs to change their approach to "skill" and "the training in the beginning"?
The engineer starts explaining it as would make sense per your argument for the matter but how in the hell would server changes affect skill of the player or the training progression?
Skill based matchmaking would makes sense, as you could be creating servers for players of similar skill levels, rather than throwing them in together with other players randomly, because those are the only local servers available. This is also likely to be helping the campaign mode, where it can take a group of players who require the same campaign scenario as their next game, and create that game for them immediately, rather than wait for a game in progress to finish, so they can be placed in that server.
The training mode stuff though?... No idea. It could possibly be a mix of something like Quake Live and Forza's Drivatars. They may be taking information from your actions as you progress through the training in order to then place you with similar opponents. So if someone happens to be failing every movement based tutorial, they'd be more likely to be matched with other CoD style sprintaholics. This however doesn't really require online, as the data could simply be collected locally, and then key info uploaded the first time you connect to play an online match.
What's more likely though, is that both of these lines are BS, and are just trying to make it all sound more exciting than it really. That doesn't change the fact that there are very real benefits to having dynamic servers, rather than static ones, and that comparing synced online units to locally computed particles makes no sense, which were the two issues I had with your post.
What's more likely though, is that both of these lines are BS, and are just trying to make it all sound more exciting than it really.
We are arguing about the level of detail given to consumers in these regards. I am stating that in regards to a new cell phone like an iphone we as consumers have access to far far more objective detailed information that we can use to try and determine what benefits we perceive from it. What information is generally available about the benefits from Azure over previous dedicated server installs that is objective and comparable?
This is again your interpretation of what the dev said in a single sentence without much detail in it one way or the other. My point was not that the servers aren't handling AI work or some of the skybox objects in motion but how much does this implementation of dedicated servers actually benefit users in a ground breaking way that previous solutions couldn't as per pretty much every comment I've made up until now and why I compared it to resogun in the first place. If you want to spend so much time trying to upsell the benefits of the MS compute offer [which I actually want them to do as its interesting] they should do it in a clear and concise way or at the very least not try to state various things they are doing with it besides the obvious dynamic scaling nature of it unless they want to explain themselves.
On this particular podcast? No of course not but if you have respawn engineers continuing the line that the MS compute service is offering something truly ground breaking and then discuss various elements that do not seem to correlate with the dynamic scaling nature of it I would hope they would feel a need to better explain themselves at some point
We have been talking about them the whole time?
Unless you would like to retract you statement previously where you say
This is a video game that you play."The servers are dynamically being created" and "It allows us to use more non-player units than before" are perfectly fine details for detailing what you can expect from it.
I'd be very interested in hearing how many other interpretations you can get from "broadcasting that 400 things are moving". Because the one I gave, is literally the only one I can see being drawn (without falling into completely irrelevant "this is what can be done locally" discussions).
Maybe they will... I dunno. What I do know though is that plenty of games release with unique selling points, and the developers aren't always expected to explain how it all came together in order to be allowed tell you that it's good for the game.
Ah well played. I was actually wondering when that line was going to come back to haunt me.
With that said, I would actually like to retract that statement if you're going to let me. Shortly after I said that JaggedSac reminded me of the fact that the game wouldn't be required to allocate specific servers for training missions and can just create them as required (I did actually later include this scenario in later posts about this disadvantages of standard dedicated servers). They would still be trying to make it sound more exciting than it is, but they wouldn't really be claiming its doing something it isn't.. If you get what I mean?
Of course, we don't know that this is actually what they are doing, but it's not exactly like it outside of the realms of probability. I don't see how them breaking this down to say exactly what happens when you select "Training" makes me any more informaed on if I should be purchasing the game or not though. Is this the only example? You said as of late, so I assumed there would be more than two lines from one podcast to warrant such scrutiny.
Apple iPhone 6 has a somewhat longer battery life and is indeed most likely probably faster than previous models. Please buy our product.
Can they at least understand why that example is not comparable to this instance?
I meant how much resources does it actually free up? Unless 400 things are some objective unit of measurement I'm not familiar with? Is that a lot a little will it be compelling amount of resources for every dev under the sun to go OMG I NEED TO USE THAT so my AI can be super awesome and I can still do this
That is what I meant. I fully realize he was taking about things being done on the serverside but I meant how compelling are the resource allocations they are given?
Of course not but if they want to effectively convince us of why that unique selling point is good for the game then they damn well better explain it. Otherwise how do I actually know what is and isn't due to the added benefits of MS's solution over normal dedicated servers?
What is possible is not the question, what is being demonstrated and shown to us the consumer is what's important. I enjoy reading yours and JaggedSac's theories about how Respawn is utilizing the dynamic nature of the MS's Thunderhead, I really do. But they are theories made by fans. Why can Respawn not communicate effectively what they are actually doing that is so ground breaking and never before done? I actually wouldn't be surprised if they were doing something truly interesting with MS compute, maybe something along one of your theories but they have had ample PR time to discuss it and have yet to state anything aside from the pricing and the dynamic nature of MS's solution.
The comparison was to illustrate that there are plenty of things you purchase without the full information of how they work. There are many things in an iPhone that effect its performance that you never hear about. There's less info given in regards to using servers in Titanfall, because significantly less is required for you to make an informed decision whether to buy it or not.
Even with understanding that much of what the game does would not work without servers rather than p2p, there really isn't a statistic that can be given to detail the differences. It simply changes the game's design. It's not like a graphics processing situation, where they can go "and it frees up "25% of the cycles for other cool shit". This is more of a case of "well we can do these things" rather than "we can't". The 400 number given is pointless in this regard, because that could be doubled, tripled or even multiplied by ten on the server side as there isn't a fixed limit on the resources at hand.
*cue infinite power of the cloud quip*
They mentioned the things that count. AI and dynamic servers. I don't believe that anything else you are asking for helps sell the product. One can be achieved with dedicated servers, the cannot. It also doesn't really matter that one can be achieved with dedicated servers, if those server were not about to be purchased.
The game itself is demonstrating what is offered. As far as I'm aware that has been the way pretty much all games have demonstrated the merits of the tech behind them. Anything that is invisible (such as the training mode implementation) isn't really something they are actively trying to sell you. Mentioning aspects of a game doesn't mean it has to be broken down entirely into a strong sales pitch.
So If xbox one is running on Azure...
What is the PC version running on, as PC does not pay for Xbox Live...
mmmm
PC is also running on Azure. Nothing to do with Live.
My argument was never to get complete information on how the server offer works or what they are doing with MS compute but for more information. The debate we are currently having in essence boils down to you thinking we have been given an adequate amount of information to try and determine what consumer benefits users are receiving and me debating that we in fact do not have enough information to do just that.
What is realistically possible in this instance based on the resource allocation presented in the free server offer by MS? MS has stated before how much potential is available in the cloud but every game is still going to be limited to some amount of server time lest one incorrect script in one game asks for infinite resources and nerfs the network and that's not even taking into account the real world limitations MS would impose on server time requests from games.
The cloud has the potential to offer "infinite" power because it's upgradeable. There is still very much a real world current limitation on what it can dedicate to game resources and I think logically it is safe to assume that any game using thunderhead will be limited to some maximum usage especially when/if you start having dozens of online games utilizing the service and needing to ask for server time.
The problem I have is that what they are upselling is not perceivable by the end user. We cannot in fact determine how much better this solution is versus a similar set up with a standard dedicated server solution because we can not make an adequate comparison. So in turn Respawn feels the need to discuss the benefits that users can't differentiate from other solutions [as there is no adequate comparison] and I feel the information given is lacking.
If what the benefits of the server solution are simply the dynamic scaling nature and the freeness of it that's great. Please stop talking about the other elements this solution offers that we as consumers can't perceive unless you're willing to discuss them in greater detail. That's pretty much what I meant though I do talk in circles
It would be revolutionary if the cloud could produce better dynamic-ai. Lot's of possibilities if it manages to work right.
I believe them, several people reported that the bots were in the clouds.
Ok, this is fair enough. We both seem to differ on exactly what we need to be told in order to determine whether or not we are benefitting from the choices made. The things you're contesting for more information on seem more borne out of curiosity, than a need to evaluate the product in my opinion. I don't require to know if something could have been accomplished in some other way (dedicated servers), I only need to know what the result of that is in game. If they're saying "we can do this because we can use the cloud as required, rather than make a larger commitment upfront", then that's enough info for me. Anything else isn't going to magically change the product.
The limits would be business deals in this case, and not what is potentially possible by the network. Again, unless they were to divulge whatever contracts they have with MS for this, there isn't really anything they can share here. It's not like they'd say "and having access to Azure lets us do all sorts of thing with AI units, so long as we don't tie up X amount of resources for Y amount of time". There just isn't a statistic here to give, even if realistically there are limits.
As someone that's been playing games online for a long time now, the benefits are perceivable to me. The choice had generally been a limited set of dedicated servers that I would select from, that were running a fixed rotation, but with the ability to maintain larger scale interactions, or matchmaking in p2p with more limitations on scale, and often unstable connectivity, but with games created dynamically as and when they are required. Titanfall has given what I view as the best of both of these scenarios, without any of the drawbacks. I can make the comparison in this case, simply because I've used each scenario plenty of times in the past. Most of what they've said all falls into either of two categories, AI enabled by servers or flexibility offered by the cloud. It's difficult to tell them to stop talking about other elements when there haven't really been other elements that fall outside of these two categories. It's enabling an online environment that would likely not make financial sense otherwise. I don't see what's wrong with them being enthused about it.