Gamezone
Gold Member
I almost forgot. It looks like ScreamRide also will feature some really advanced physics as well. I think it`s an offline game. You can see some of it here:
http://youtu.be/4SfvRzivYnE
http://youtu.be/4SfvRzivYnE
I almost forgot. It looks like ScreamRide also will feature some really advanced physics as well. I think it`s an offline game. You can see some of it here:
http://youtu.be/4SfvRzivYnE
I don't think we have enough information or gameplay to argue against or for Crackdown using the cloud for it's destruction so this argument is just silly as hell right now.
We just have to wait and see how it turns out. EA also stated that Sim City required online because it was necessary for servers to calculate stuff in the cloud. I know that isn`t the same as Cloudgine, but im sceptical.
It's not about fitting a view, it's about gathering the most out of knowledgeable experts who think differently. I hope Crackdown will be the first true showcase of what cloud computing can do. But as of now, no one really knows so let's wait and see before saying it will negate the advantage or that it will do nothing good. Well, of course we can all speculate, that's why we're here, but let's not pretend to hold the truth (not saying that's what you do btw).
To be fair dude, obviously this gen can handle more physics. Although, as you know, there's still a limit; which they're trying to exceed by using server farming for physics. I mean, if they have the power and resource to achieve this for Crackdown, they may as well flaunt it. It has the potential.The PS3 and Xbox 360 handled games with heavy physics like Red Faction: Guerrilla very well. I would be suprised if this generation couldn`t handle way more demanding physics offline.
Edit:
Link is the PC version, but the physics are almost the same.
https://www.youtube.com/watch?v=QHKPW49BdBI
Would be pretty awesome If they could integrate a nemesis system within the gangs you'll probably take on in this one. I think it would make for a variety of Kingpin boss battles and sub bosses, which would be different for every player. Either way I'm excited its going to be anything like CD1
Didn't Mark at Sony say that using the cloud to improve performance won't work well?
Show, don't tell...
So far we've only seen that one demo on a beast of a pc with the server probably a 100ft away.
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We've seen another short gif a dev posted here.
Oh man...
Haha you're really going to use Red Faction as competition to this?
https://www.youtube.com/watch?v=ECsbaO1XGBU&hd=1
There are probably a max of 200 objects in said videos, some of which are pre-calculated animations. The tech demo posted above is completely physics driven with over 50,000 objects.
I don't believe for a second that a high end PC from 2014 would claw its way through 2FPS because of what is being shown here.
https://www.youtube.com/watch?v=O04ErnJ8USY
That's a whole year earlier than MS's demo.
Great demo on PC, but not nearly as many chunks are rendering. The server streamed demo had almost 60,000 chunks falling and animating. Also, shooting the base caused geometry above to collapse or fall apart. Still really impressive for both demos.
I don't know, did you count them? The NVidia demo also has a lot more particle effects going on (fairly decent dust effects) and proper lighting/shadowing. Which ain't cheap.
There's some really funky stuff happening with MS's framerate counter too.
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50% drop in framerate when all that happened was firing that one first shot? Is this running on a high end PC from 1999?
I don't think we have enough information or gameplay to argue against or for Crackdown using the cloud for it's destruction so this argument is just silly as hell right now.
I wouldn't say we're even arguing about Crackdown right now. More the idea that there's any benefit to offloading tasks... which even going purely by released stuff (Titanfall, Forza Horizon 2, almost any MMO) it can be clearly seen that you can do stuff utilising computational resources online, that wouldn't be feasible to process locally.,
If a console can run a game whilst doing X calculations, then it can do more by not having to calculate X. It's a pretty simple concept, that I'm surprised meets so much resistance on this forum,
We've seen another short gif a dev posted here.
I think the problem will always be the part about "that wouldn't be feasible locally". None of us here (unless we worked as engineers on said games) has enough tech knowledge to say wether or not what's happening in the cloud "couldn't be done locally", be it drivatars, grunts, etc. So I guess people will argue about this 'till the end of times really.
Much like those debates about framerate and resolution. "But x game can run 1080p60 on this console so why can't game y ?? surely lazydevs right".
If talking about cloud processing in a game like this I could think of a few things it could be used for:
Modelling a whole city at a realistic scale, exteriors of buildings and interiors. Able to grow over time with different buildings and interiors.
Every building destructable, being able to blow holes in them and have them collapse, I.e. kicking someone at a building and having them go through one wall and out the other side. Then being able to go in through the entrance you've just made.
Once you've hit a threshold of destruction they could send the army after you, working like an army would in an RTS. Different squads all advancing at the same time with the goal to contain/kill you. Able to be much more dynamic than an offline machine rendering the immediate area.
Will be interesting to hear what it's actually being used for.
Now I want a game where one person controls an army RTS style and tries to take down a group of Crackdown Agents.
Link?
I almost forgot. It looks like ScreamRide also will feature some really advanced physics as well. I think it`s an offline game. You can see some of it here:
http://youtu.be/4SfvRzivYnE
I'm on mobile so hopefully somebody else could link it
It's the golf ball demo
This is what I am allowed to share.
![]()
Running in real-time on XBO. Very early wip, so don't care for the lighting and so on. It is a very basic frequency test where the grass splines update 12 times a second. This is nothing special so far. The cool thing is tho that the start and endpoints of our splines influenced by wind and objects are being calculated by Azure. This means: the physic calculations you see are costing us pretty much no local power (excluding GPU ofc). We can use the saved power for other things - like AI, animations and so on. We are very proud of it - especially since we completely eliminated any chance of clipping. I just wanted to add that here.
And no, this won't be a golf/grass/whatever simulator - I just thought maybe it is interesting to see
50% drop in framerate when all that happened was firing that one first shot? Is this running on a high end PC from 1999?
Namely i see I was right that not forcing cloud upon everyone means developing everything twice. Huge bummer![]()
So it could be an online-only game. Is it confirmed the game he's working on is Crackdown? Said he couldn't talk about the game he's working on till 2015 -- but he's in this thread.That's why we are currently thinking about going "online-only". But to be very open to you, we have some fear about that. Obviously. The gaming community is very careful when they hear "online-only" ... Games like Sim City simply ... Well, did it wrong.
Well, he also said:
So it could be an online-only game. Is it confirmed the game he's working on is Crackdown? Said he couldn't talk about the game he's working on till 2015 -- but he's in this thread.
That gif has nothing to do with Crackdown by the way. It was an older project. That project is on ice right now. I don't know if it will ever see the light of day. That said, the things I learned there are important for everything coming in the future.
One more thing is very important to me. I can communicate here - that's totally fine. Obviously I can not share any "new" things - but at least some backgrounds and insights. Communication is important to understand expectations and doubts of the targeted community in my opinion. Also - and I am just honest at that point - it motivates me personally to see excitement and getting direct input. However, I already notice comments twisting my words and/or interpreting too much into them. Let's just be fair to each other and we are cool!
Crackdown is an ambitious project. Personally, I want you to love that game. Because my own passion for the universe is huge.
Keep posting your ideas or wishes for the next installment. The people involved are reading them. Really.
That gif has nothing to do with Crackdown by the way. It was an older project. That project is on ice right now. I don't know if it will ever see the light of day. That said, the things I learned there are important for everything coming in the future.
One more thing is very important to me. I can communicate here - that's totally fine. Obviously I can not share any "new" things - but at least some backgrounds and insights. Communication is important to understand expectations and doubts of the targeted community in my opinion. Also - and I am just honest at that point - it motivates me personally to see excitement and getting direct input. However, I already notice comments twisting my words and/or interpreting too much into them. Let's just be fair to each other and we are cool!
Crackdown is an ambitious project. Personally, I want you to love that game. Because my own passion for the universe is huge.
Keep posting your ideas or wishes for the next installment. The people involved are reading them. Really.
Ok, but now imagine that instead of a rollercoaster hitting one building, and the game stopping to do basically nothing else at that point... the building was one in an entire city, and 4 players each with armed with rocket launchers, may be firing at multiple building at the same time. They would all also need to see the exact same destruction, even if one of them only drives up to the scene halfway during the collapse.
Still viable locally?
Just because you can do some things with physics locally, doesn't mean that it can't still be improved upon.
That gif has nothing to do with Crackdown by the way. It was an older project. That project is on ice right now. I don't know if it will ever see the light of day. That said, the things I learned there are important for everything coming in the future.
One more thing is very important to me. I can communicate here - that's totally fine. Obviously I can not share any "new" things - but at least some backgrounds and insights. Communication is important to understand expectations and doubts of the targeted community in my opinion. Also - and I am just honest at that point - it motivates me personally to see excitement and getting direct input. However, I already notice comments twisting my words and/or interpreting too much into them. Let's just be fair to each other and we are cool!
Crackdown is an ambitious project. Personally, I want you to love that game. Because my own passion for the universe is huge.
Keep posting your ideas or wishes for the next installment. The people involved are reading them. Really.
That gif has nothing to do with Crackdown by the way. It was an older project. That project is on ice right now. I don't know if it will ever see the light of day. That said, the things I learned there are important for everything coming in the future.
One more thing is very important to me. I can communicate here - that's totally fine. Obviously I can not share any "new" things - but at least some backgrounds and insights. Communication is important to understand expectations and doubts of the targeted community in my opinion. Also - and I am just honest at that point - it motivates me personally to see excitement and getting direct input. However, I already notice comments twisting my words and/or interpreting too much into them. Let's just be fair to each other and we are cool!
Crackdown is an ambitious project. Personally, I want you to love that game. Because my own passion for the universe is huge.
Keep posting your ideas or wishes for the next installment. The people involved are reading them. Really.
Yeah, I think it's about time to be able to play as a lady agent. A lot of different options like Sunset Overdrive would be most welcome.Customization Customization Customization
I want to make my own character (race , gender , bodytype , movement style , voice , fighting style , hair etc) go really detailed and I will be there Day 1
Crackdown doesn't need that much destruction. It's a game that's about platforming first and foremost. Destroying all the buildings pretty much defeats the point...
It also makes me worry about the direction of the game. The fact that buildings can be completely destroyed makes me think that platforming is no longer the main focus, certainly not in the same that it was CD 1 and 2. It also suggests that orbs won't be hard to find or reach unless it's full of rogue orbs.
And that footage isn't that representative of SC, here's some recent footage,
https://www.youtube.com/watch?v=DW120Vhxims
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= GOAT + all of my monies.
While cool, the destruction in that vid isn't that impressive. It's a small section that's self contained. Crackdown's scale with vehicles, NPCs, AI routines, day/night cycles, will be much more taxing on the system. With large-scale destruction, I'm not sure how they'll handle orbs (if they come back). Maybe some areas/buildings can't be brought down completely, but only damaged?
Crackdown doesn't need that much destruction. It's a game that's about platforming first and foremost. Destroying all the buildings pretty much defeats the point...
It also makes me worry about the direction of the game. The fact that buildings can be completely destroyed makes me think that platforming is no longer the main focus, certainly not in the same that it was CD 1 and 2. It also suggests that orbs won't be hard to find or reach unless it's full of rogue orbs.
And that footage isn't that representative of SC, here's some recent footage,
https://www.youtube.com/watch?v=DW120Vhxims
I almost forgot. It looks like ScreamRide also will feature some really advanced physics as well. I think it`s an offline game. You can see some of it here:
http://youtu.be/4SfvRzivYnE
Crackdown doesn't need that much destruction. It's a game that's about platforming first and foremost. Destroying all the buildings pretty much defeats the point...
It also makes me worry about the direction of the game. The fact that buildings can be completely destroyed makes me think that platforming is no longer the main focus, certainly not in the same that it was CD 1 and 2. It also suggests that orbs won't be hard to find or reach unless it's full of rogue orbs.
Guys, I could need a little help over here
If you have to describe your Crackdown experience in one single word - what would that be?
Thanks in advance agents and have a great weekend!
While I understand your concern, let's look at the other side of this medal. This is a general statement by the way. Destruction does not only mean you delete pre-defined pathes in your game world. You can also use destructible objects to create alternative or even completely new pathes. Do you agree?
As an example, look at the E3 teaser again. While obviously pre-rendered, maybe have a closer look at the gameplay elements shown there. If used correctly, enviromnents can be used to create new ways or even paths to new areas you couldn't reach before. It is a teaser with exaggerated content, but the message for the game is shown right there. You can go in, having some fun and go BOOM! Or you can go in, remain having some fun, think about what you want to achieve - and then you go BOOM
Simple example. Imagine you see an orb - and with the existing environment there is no way you can reach that green little ball. So you have to begin to think about what you can do. Maybe the designer wants you to blow things up and find your own way here? In these kind of situations, the platforming aspect remains the same. We just went one step further in this very simple example. From here, you can transfer this example on much more complex gameplay situations - like in the teaser trailer, where you just made a BOOM for the truck that goes BOOM afterwards - resulting in an even bigger BOOM and a collapsing building.
Sometimes it's just fun to blow shit up. I think you agree on thisThe challenge is to make the destructible enviromnents also relevant to the gameplay.
Jumping from rooftop to rooftop while always searching these orbs, being this overpowered human thing. This is, in short, the Crackdown experience for me. As I stated earlier, this is also why I expected more "platforming" answers. But maybe this answer was to obvious and too connected with the franchise already. However, it's about adding another layer to that concept. Giving you a much more dynamic experience.
It could be anything from a random engine fluke to unseen pre-calculations once the trajectory was in place. The presentation was about offloading CPU components to a scene.
Obviously there's some local calculations happening for the first shot or something loaded or windows farted, so what? That doesn't prove anything.
Jumping from rooftop to rooftop while always searching these orbs, being this overpowered human thing. This is, in short, the Crackdown experience for me. As I stated earlier, this is also why I expected more "platforming" answers. But maybe this answer was too obvious and too connected with the franchise already.