Gamesindustry: Xbox Live Compute (Cloud Servers) offered free to devs

Well i will eat crow Albert has said free dedicated servers for everyone. Good times. Wonder how this will change some in development games.
 
Any person that actually believes MS would ever offer dedicated servers for free without any conditions is naive, it's as simple as that. How anyone can actually take anything from MS as fact after 9 out of 10 sentences from MS reps have been total pr spin and borderline lying is beyond me.

Can someone just send a tweet out to the respawn guys and ask them if they are still going to have to pay for dedicated servers? I would but I don't have a tweeter.
 
Well i will eat crow Albert has said free dedicated servers for everyone. Good times. Wonder how this will change some in development games.

The article doesn't walk around it. It comes right out and says it. If it turns out to be true, then the article writer needs to post an apology and if it's not true, Phil shouldnt be tweeting it, he should be calling them to correct their mistake. But on face value, there's no doubt that it says dedicated servers for every single game:

It means persistent worlds, improved AI, better rendering and dedicated servers for every multiplayer game on the platform. And it's all being offered to developers for free.
 
This is probably the single best piece of news for Xbox One, online services being MS's strong point.

Great news, especially if these cloud services are truly free for devs no strings attached.
 
So I take it no one has read this? http://t.co/bkE6Z0dByb

from major nelson

Yes I actually think they mean dedicated servers for MP games now

Improved multiplayer game experiences – This is perhaps the most obvious example of what is possible with Xbox Live Compute – dedicated servers! If you have played a lot of multiplayer games, you know that playing on dedicated game servers has advantages over peer-to-peer gameplay. With server-based multiplayer gaming, not only can more players play the game (think hundreds of players simultaneously), the gameplay will be much more reliable for the players. No more host migration interruptions, suboptimal experiences for the host, home network NAT constraints, or player cheating! Additionally, Xbox Live Compute can be utilized to persist game state so that your squad can live to fight another day without losing any progress. A great example of a game that is using Xbox Live Compute for their dedicated server multiplayer experience is “Titanfall.”

So it looks like Xbox Compute does indeed mean Dedicated Servers for MP

Good news then for sure
 
[...]Killzone:Shadow Fall doesn't.

And...? It's a game which you can't play on Xbox anyway (and it has a hybrid solution). This can only be an advantage if the game actually is on Xbox. And we don't know if games which are on both platforms won't have dedicated servers on both. That's also why statements like this are pretty ridiculous:

Xbox One will be the console of choice for multiplayer again next gen
 
I think having dedicated servers for most MP games will effect me very much.

What? Smoother multiplayer game play, no host advantage, no more having to mess with my NAT settings and so on doesn't "effect" me? Really friend?

Do you really think a AAA studio that spends millions of dollars making a game, will choose not to have dedicated servers on the PS4 because its not free?

Do you ever get tired spreading absolute bullshit in every MS thread? A dedicated server affects every single bloody user playing that game.

In every thread, wtf? stop taking those pills man.
 
Do you really think a AAA studio that spends millions of dollars making a game, will choose not to have dedicated servers on the PS4 because its not free?

no hes thinking that every single game on the xbox one is having dedis
every single one
 
Right, this I understand. I'm just thinking that if MS is already giving them free servers, then their costs to have dedicated servers is cut in half, and they would only have to host dedicated servers for the PS4.

Ahh I see. Well, let's hope that's the case! Better multiplayer gaming on either system should be celebrated.
 
no hes thinking that every single game on the xbox one is having dedis
every single one

majority of games with multiplayer will. there's no reason not to, unless it's like a fighting game or something, then there may not be much of a benefit
 
The question is...

Does this mean that companies need to code twice? Once for peer to peer (assuming both Nintendo and Sony don't match this ---I assume that on the Wii developers have to pay for it) and once for dedicated?

That doesn't sound likely IMO. I don't know if a company would bother since this _IS_ more work for the developer.

Most likely, they'll code for the highest console population (Sony - thus peer to peer). Truly, how many companies would actually bother with this?
 
no hes thinking that every single game on the xbox one is having dedis
every single one

Let me know when any game has Dedicated servers on one console and not on the other. All devs want parity among their console versions. AND Sony is helping devs pay for them too, as seen in the CoD case...
 
I think it's pitiful that some people are trying to spin this into a negative. On the article on Xbox Wire article it is clearly emphasized that these resources are free. From the Xbox Wire article: Xbox Wire

In fact, we even give them the cloud computing power for FREE so they can more easily transition to building games on Xbox One for the cloud.

The really exciting part becomes evident when we consider a few things game creators can do when they use these additional computing resources in the cloud:

Improved multiplayer game experiences – This is perhaps the most obvious example of what is possible with Xbox Live Compute – dedicated servers! If you have played a lot of multiplayer games, you know that playing on dedicated game servers has advantages over peer-to-peer gameplay. With server-based multiplayer gaming, not only can more players play the game (think hundreds of players simultaneously), the gameplay will be much more reliable for the players. No more host migration interruptions, suboptimal experiences for the host, home network NAT constraints, or player cheating! Additionally, Xbox Live Compute can be utilized to persist game state so that your squad can live to fight another day without losing any progress. A great example of a game that is using Xbox Live Compute for their dedicated server multiplayer experience is “Titanfall.”

The people that are stating there most be some catch like Xbox Live price hike or this is just for triple A devs are spreading FUD, because you simply can't prove that this is the case. Especially since they've stated that this is available to every developer multiple times in their press releases.

And then there's this:
ic2fWDy.png
 
The question is...

Does this mean that companies need to code twice? Once for peer to peer (assuming both Nintendo and Sony don't match this ---I assume that on the Wii developers have to pay for it) and once for dedicated?

That doesn't sound likely IMO. I don't know if a company would bother since this _IS_ more work for the developer.

Most likely, they'll code for the highest console population (Sony - thus peer to peer). Truly, how many companies would actually bother with this?

if every box has their own dedicated server, you could make it P2P in the cloud. a whole bunch of dedicated servers talking to each other.

that's if the dev wanted to be fairly lazy.
 
Do you really think a AAA studio that spends millions of dollars making a game, will choose not to have dedicated servers on the PS4 because its not free?



In every thread, wtf? stop taking those pills man.

So your saying MS is choosing to subsidize the cost of ps4 dedis? That may be true, but some creative contracting language that either forces devs to use Azure for multiplat dedis or increases costs if the dev pays AWS for PS4 dedis would be be reasonable from MS perspective I would think.
 
The question is...

Does this mean that companies need to code twice? Once for peer to peer (assuming both Nintendo and Sony don't match this ---I assume that on the Wii developers have to pay for it) and once for dedicated?

That doesn't sound likely IMO. I don't know if a company would bother since this _IS_ more work for the developer.

Most likely, they'll code for the highest console population (Sony - thus peer to peer). Truly, how many companies would actually bother with this?

Not really, multiplayer server code won't change much being hosted on a peer box vs an external box.
 
The question is...

Does this mean that companies need to code twice? Once for peer to peer (assuming both Nintendo and Sony don't match this ---I assume that on the Wii developers have to pay for it) and once for dedicated?

That doesn't sound likely IMO. I don't know if a company would bother since this _IS_ more work for the developer.

Most likely, they'll code for the highest console population (Sony - thus peer to peer). Truly, how many companies would actually bother with this?

No. Big companies will still just do dedi's for both but the small to mid games will benefit the most. Those that use it extensively for free will probably not come out for ps4 or they will come up with a different solution. I bet below is doing some cool stuff with this already. I really think the indies will use this the most.
 
Is this for dedicated servers as in "run my game server application on a dedicated host for clients to connect to" or "lets send some AI calculations to the cloud"?

Because the former I care about, the latter not so much.
 
Can someone explain just what the cloud does? Is It for game saves, assist with loading games,storage? Can it actually make games looks better? Act as an extended hardware peripheral that boosts hardware capabilities? SOMEONEEEE?!
 
Not a big multiplayer guy myself (love some couch coop with kids or friends, but don't have the time to devote to something like CoD or BF4), but good news for those who are.
 
Is this for dedicated servers as in "run my game server application on a dedicated host for clients to connect to" or "lets send some AI calculations to the cloud"?

Because the former I care about, the latter not so much.

Both.
 
Is this for dedicated servers as in "run my game server application on a dedicated host for clients to connect to" or "lets send some AI calculations to the cloud"?

Because the former I care about, the latter not so much.

Dedicated servers. And whatever else.
"Improved multiplayer game experiences – This is perhaps the most obvious example of what is possible with Xbox Live Compute – dedicated servers!"
 
So your saying MS is choosing to subsidize the cost of ps4 dedis? That may be true, but some creative contracting language that either forces devs to use Azure for multiplat dedis or increases costs if the dev pays AWS for PS4 dedis would be be reasonable from MS perspective I would think.

Naw Microsoft can't force those terms on a company but it will mean that the XBO version will be considered more profitable.
 
The question is...

Does this mean that companies need to code twice? Once for peer to peer (assuming both Nintendo and Sony don't match this ---I assume that on the Wii developers have to pay for it) and once for dedicated?

That doesn't sound likely IMO. I don't know if a company would bother since this _IS_ more work for the developer.

Most likely, they'll code for the highest console population (Sony - thus peer to peer). Truly, how many companies would actually bother with this?

Just gotta wait and see.

I wonder what brought up a sudden change like this, assuming Respawn having to pay is true. I'd assume this kind of stuff was expensive as all hell.
 
I think it's pitiful that some people are trying to spin this into a negative. On the article on Xbox Wire article it is clearly emphasized that these resources are free. From the Xbox Wire article: Xbox Wire

The people that are stating there most be some catch like Xbox Live price hike or this is just for triple A devs are spreading FUD, because you simply can't prove that this is the case. Especially since they've stated that this is available to every developer multiple times in their press releases.
They even state that they make it free to make the transition easy, that pretty much confirms it won't stay like that. Honestly why would you ever think MS would offer these very expensive ressources and services for free? Name me one reason using common sense.
 
Albert Penello tweeted this means dedicated servers, now we just have to find out how much compute developers get for free.

I can see Microsoft providing some dedicated servers, but I'm still skeptical of all dedicated servers being free, maybe the first x amount.
 
They even state that they make it free to make the transition easy, that pretty much confirms it won't stay like that. Honestly why would you ever think MS would offer these very expensive ressources and services for free? Name me one reason using common sense.

If free, azure optmized net code can port over to ps4 or even pc versions where ms can sell azure services for those platforms while giving away azure compute on xbox one. Azure free on xbox one is the hook to keep devs from going to aws for non ms multiplats.
 
They even state that they make it free to make the transition easy, that pretty much confirms it won't stay like that. Honestly why would you ever think MS would offer these very expensive ressources and services for free? Name me one reason using common sense.
How does that confirm anything? Giving it free vs charging for it makes it more likely that developers will utilize the resource it doesn't say anything about further down the line. Transition there means building games with cloud resources vs not building games with cloud resources.
 
I doubt it's unlimited but free anything is better than free nothing when it comes to resources for devs.

It's unlimited in the sense that they have no client cap.

It's limited in the sense of how much compute they have. "One at home and three in the cloud"
 
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