We filmed a bit of the Gamescom-Techdemo. Bad cellphone footage here.
It is not much, but explains a little about how the servers are utilized.
It is not much, but explains a little about how the servers are utilized.
I wrote "server time", not "servers", to reflect exactly that.
It's not "way less". Look for comparisons about the economics of cloud-based infrastructures compared to traditional data centers. You gain flexibility, and don't need to shoulder up-front costs, but once the load is somewhat predictable, running costs are actually the same. Microsoft subsidizes resources for selected developers, just like they subsidize important games in general. But generally speaking, the costs are not becoming non-trivial at all, which is what I was arguing would be necessary for such use cases to become a standard thing.
It's hardly a marketed brand, it's an internal codename. Every project has a codename.
So, to summarize: you have no idea about the running costs of these servers, yet still you are confident that I am the one talking "ass", and that readily available general knowledge about running costs of servers and services in a cloud-based paradigm somehow does not apply here. Somehow, Microsoft is a business where different rules apply, and somehow they use some unknown black magic that negates these running costs.
Let me remind us how this all started: I claimed that the approach in Crackdown will be an insular one, because it makes no sense to pay for server infrastructure and service maintenance, unless the game absolutely needs it to be sold, or unless you explicitly want to have a tech demo for what you claimed during console release. If servers and services imply non-trivial development and maintenance costs, it doesn't make sense to use them as pure resources of computation for games. You would just scale the game down and save the money. Things like destruction have obviously been done before, so you can implement them at a scale appropriate to the available hardware.
Nothing that you said counters that claim in any way, unless you really want to claim that Microsoft burdens no relevant costs in running an online infrastructure just for that purpose and available to any game at no relevant cost, or that developing games that do these things involves more development effort. That would be an outlandish claim to anyone who has a faint idea about these issues. Indeed, Microsoft is charging second-party developers even for more conservative use of its infrastructure, so I really don't know on which basis you are trying to argue here. Everything you are writing is consistent with someone who has a defensive reflex against anyone who does not drink the marketing kool aid.
Microsoft priced it so that it's far more affordable than other hosting options.
Their goal here is to get more awesome games, not to nickel-and-dime developers. So because of this, dedicated servers are much more of a realistic option for developers who don't want to make compromises on their player experience, and it opens up a lot more things that we can do in an online game."
I have seen adaptive tesselation on an 8 year old console, so I am hard to impress.
Or maybe I just wasn't as impressed by those effects as others. No jaw-dropping over here. Sorry.
Since they're already making $1BN+ profit on Azure, it's not as much as an issue. When you've got a game like this which is pioneering this technology, you can afford to subsidise running costs due to the potential investment it may gain. This is a drop in the water to their capacity.So you too think that servers and services just pay for themselves with some kind of black magic? These "thousands of servers" didn't just grow on trees to be "at the disposal" of game developers. And every server time used by service A cannot be sold to other customers.
Dude, you obviously haven't played any of the games which use Azure since they have DC selection. They have 2 DC's with sub 30ms for the UK. For example I get 16ms from Europe West. Azure is huge, its a billion dollars division. I feel like people forget that.
They don't need to prioritise anything, the capacity is sat there waiting to be used. Regarding games: Titanfall, Forza, Halo?And they will prioritise those servers when a million players play crackdown/
Azure is a business for MS and a priority for office etc, remains to be seen if they give that resource a priority to gaming.
We will see
I have seen adaptive tesselation on an 8 year old console, so I am hard to impress.
Or maybe I just wasn't as impressed by those effects as others. No jaw-dropping over here. Sorry.
They don't need to prioritise anything, the capacity is sat there waiting to be used. Regarding games: Titanfall, Forza, Halo?
No-one has quoted 20x power. I've done some maths to show how much little the server utilisation would be.They are just normal games with match making and usual, not providing 20 X xb1 power per console using cloud compute or whatever the claim is
This comment and your last one about "seeing buildings collapse in other games" proves, or makes one think, you don't know what's going on in this game or what you're talking about.
This again?
This point of view states that, for some reason between now and Retail, they might stop using cloud computing for destruction.
I'm sorry I didn't read the whole thread, but did anyone say that the cloud will do nothing? I believe that there will be benefits using the cloud, but I assumed that we were referring to Microsoft's ridiculous statements like "If you factor in da power of da cloud, the XB1 is the strongest console" and "With the cloud, the XB1 is 3 times as powerful" as bullshit marketing and they are. I was referring to those statements as bullshit marketing. Still, I don't think this was worthy of a bump.From what I can tell it seems it was bumped because while a lot of Microsoft's marketing about the cloud before the One hit still looks to be mostly bullshit some people were wrong when they said that the cloud will do nothing. Sure it still looks like Microsoft over-promised, but a few things they mentioned(based on footage of a game still in development) are being delivered so eat that crow ye of little faith.
I just believe what I see. I saw buildungs collapsing at a constant frame rate and I have seen that before - on much older consoles. Hence, this "prooves" (!) nothing for me. I'll eat crow soon enough if DF or someone else says I am wrong, based on some technical reviews. But until then it remains PR talk. No more, no less.
We filmed a bit of the Gamescom-Techdemo. Bad cellphone footage here.
It is not much, but explains a little about how the servers are utilized.
I just believe what I see. I saw buildungs collapsing at a constant frame rate and I have seen that before - on much older consoles. Hence, this "prooves" (!) nothing for me. I'll eat crow soon enough if DF or someone else says I am wrong, based on some technical reviews. But until then it remains PR talk. No more, no less.
I just believe what I see.
You've never seen building collapsing in this manner, at this scale, in realtime on any console. Never...Let alone with a constant frame rate...
If I'm wrong, what game has done this?
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and why do you need DF to tell you what's technically impressive... You can't look at that gif and recognize that it hasn't been done before in realtime without someone spelling it out for you?
You've never seen building collapsing in this manner, at this scale, in realtime on any console. Never...Let alone with a constant frame rate...
If I'm wrong, what game has done this?
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and why do you need DF to tell you what's technically impressive... You can't look at that gif and recognize that it hasn't been done before in realtime without someone spelling it out for you?
It fairly simple building geometry and cel-shading. This type of destruction was actually done years-ago (geo-mod).
Not sure if serious, like cool it's on a much smaller scale. It has 1/1000 of the pieces at best and none of the pieces deform. Also a large amount is pre-calculated
Pick the orb up off the floor?
Since they're already making $1BN+ profit on Azure, it's not as much as an issue. When you've got a game like this which is pioneering this technology, you can afford to subsidise running costs due to the potential investment it may gain. This is a drop in the water to their capacity.
I don't think investing 3 Billion for a chip which had the highest amount of transistors in a single chip at the time is cheaping out. They just fell unlucky, and had the wrong requirements from the business (media, TV etc).MS cheaped-out on the local silicon, so why do you think they're going to pull out the unlimited warchest to supply all users with this extra compute at zero cost to the players?
Baked destruction. The building and all the pieces fall into the same places every time. It's not even close.
Pre-calculated and scripted. Crackdown is essentially the same thing, but the destruction is worked out dynamically by a series of servers rather than following a script built into the game.BF gif
Battlefield gif
I thought he meant the destruction in general. Of course this will be a step up on scale, with the stronger GPU and more RAM. But then again, the graphics are fairly simple too - making it more manageable to hold a steady frame rate.
It fairly simple building geometry and cel-shading. This type of destruction was actually done years-ago (geo-mod).
I know, I know.
But for most people it doesn't matter if it's real time or baked in, they look and say "ooh pretty".
Now if there were a lot of in-game examples of the cloud doing shit we wouldn't have to have this discussion, but fact is, two years in, it's all been PR talk and smoke and mirrors.
WOWWe filmed a bit of the Gamescom-Techdemo. Bad cellphone footage here.
It is not much, but explains a little about how the servers are utilized.
We filmed a bit of the Gamescom-Techdemo. Bad cellphone footage here.
It is not much, but explains a little about how the servers are utilized.
I know, I know.
But for most people it doesn't matter if it's real time or baked in, they look and say "ooh pretty".
Now if there were a lot of in-game examples of the cloud doing shit we wouldn't have to have this discussion, but fact is, two years in, it's all been PR talk and smoke and mirrors.
We filmed a bit of the Gamescom-Techdemo. Bad cellphone footage here.
It is not much, but explains a little about how the servers are utilized.
They are just normal games with match making and usual, not providing 20 X xb1 power per console using cloud compute or whatever the claim is.
I remain sceptical on how good it would be with many concurrent players, no different to the sceptic in me when watching minecraft holo lens. There is often allot of bluster with the stuff and rightly so.
Incredibly, you appear to have no problem remembering and accessing quotes from ask those posters who have expressed doubts about the claims MS have made about the cloud.
Much longer version. Everyone saying this can't be done should take a look.
https://www.youtube.com/watch?v=rFWIpAPvF-Q&feature=youtu.be
MS cheaped-out on the local silicon, so why do you think they're going to pull out the unlimited warchest to supply all users with this extra compute at zero cost to the players?
We filmed a bit of the Gamescom-Techdemo. Bad cellphone footage here.
It is not much, but explains a little about how the servers are utilized.
Much longer version. Everyone saying this can't be done should take a look.
https://www.youtube.com/watch?v=rFWIpAPvF-Q&feature=youtu.be
I know, I know.
But for most people it doesn't matter if it's real time or baked in, they look and say "ooh pretty".
Now if there were a lot of in-game examples of the cloud doing shit we wouldn't have to have this discussion, but fact is, two years in, it's all been PR talk and smoke and mirrors.
![]()
I mean, damn what more do you need?
It's scripted destruction with prebaked animations. I think a lot of people really don't understand what crackdown is doing. They are comparing it to games with prebaked animations and destruction.
A lot of you should really look into what is being done and why it's complex before you post again.