Impeccable
Member
7
That's all I can say for now. Really. I'm out here!![]()
And you are?
7
That's all I can say for now. Really. I'm out here!![]()
Ehm. They doWe are building our new game strongly with Azure in mind for physic calculations (currently for vegetation, grass, water being manipulated by wind and objects, which would not be easy [impossible] to do with local power only).
Would titan fall be considered 2nd or 3rd party because they use dedicated servers.
They theoretically do, and for free, but no one has used them yet.
Which, of course, makes one wonder -- no sane company avoids a cost-cutting opportunity unless there's a catch.
Well this thread certainly took a turn for the interesting. If that guy is a dev and I see no reason why he'd bullshit and put his account on the line.
But it does make me excited for the second wave of games we'll see on PS4 and X1 next year once the need for PS360 versions of games is no longer needed.
They theoretically do, and for free, but no one has used them yet.
Which, of course, makes one wonder -- no sane company avoids a cost-cutting opportunity unless there's a catch.
Vegetation and grass being affected by wind has already been done (locally) in games this generation (next gen) by games like Watchdogs and Tomb Raider Definitive Edition (ps4 version at least). Haven't seen an example of water being affected by wind however.
I think you are missing the point... anything that you can offload to Cloud is power saved locally.
No need to be a catch, EA for instance, wants to hold their own servers so they can shut down at will to incentive players to get new iterations of the games.
The catch is companies want control over their own servers and want to shut them down when they please.
I think you are missing the point... anything that you can offload to Cloud is power saved locally.
Better... they won't have to deal with the machines itself... the add/remove servers (renting) is a lot faster too... need more? here... I don't need anymory? give me back.Devs are renting azure servers, that means devs can shut servers down whenever they want.
Love the confirmation bias at work. Guy says it works great and is free. Everyone falls all over him because he said what they wanted to hear.
Two points. The OP said "free" and then this so called dev says it is free until the game is live. That is not free.
Second, the OP said "dedicated servers" which is a term usually reserved for multiplayer servers. What is then described is a more generic cloud computing, which is a bit different.
But making water run and grass wave in the wind sounds like a dumb use of cloud power, especially doing the work twice, once for online and once for offline. Maybe the whole thing is a marketing co-op with MS, otherwise it sounds like a waste of resources.
Love the confirmation bias at work. Guy says it works great and is free. Everyone falls all over him because he said what they wanted to hear.
Two points. The OP said "free" and then this so called dev says it is free until the game is live. That is not free.
Second, the OP said "dedicated servers" which is a term usually reserved for multiplayer servers. What is then described is a more generic cloud computing, which is a bit different.
But making water run and grass wave in the wind sounds like a dumb use of cloud power, especially doing the work twice, once for online and once for offline. Maybe the whole thing is a marketing co-op with MS, otherwise it sounds like a waste of resources.
Would it have been more believable if he had said it was complete shit then??
Would be better if he was an insidered approved by the moderation team because I believe this isn't the first time I've read stuff from him that went unverified.
He said such things were not easy (impossible). I'm just saying they have been done (except for wind affected water).
As much as I want to see those screens/know more about the game I understand that you can't tell, wouldn't want to get you into trouble for that. Once again thank you for the info drop.I know GAF "in general" is very pessimistic about the cloud. And yes, somehow I can understand that - because so far, there weren't that much games that really took advantage of server calculations. To be honest, no new-gen so far really did (Titanfall touched 5% of the possibilities ...). And this is also why I try to be very careful about the words I choose.
No. You can not boost your games resolution with Azure. And no. You can not create better lighting effects with Azure. But, if you focus on it, you can still boost the overall graphical look of your game by a mile. We are currently creating a game. But in fact, we are kind of creating two-in-one. One with Azure available, and one for offline only. Everything you code, you need to code for two scenerarios. This is a ton of work. if online = dynamic grass; if offline=static grass ... To say it very simple. And so on.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.
If I could show you a screen comparison of our latest build right now - Azure on/off (no, sorry, I can't ...), you would understand what I am talking about. Wind, dynamically moving vegetations, footprints that stay for hours and even wildlife nearly without losing any local CPU power. This is just awesome in the right situations.
I know MS has some own projects in the works, too, that will go all-in with the Azure servers. Crackdown is the already known example.
That's all I can say for now. Really. I'm out here!![]()
As much as I want to see those screens/know more about the game I understand that you can't tell, wouldn't want to get you into trouble for that. Once again thank you for the info drop.
I understand the situation you're currently in with the on/of scenario, needing to write code for one scenario with all the possibilities within that is though let alone two. I'd feel sorry for the people who need to write tests for that.
If you were to go online-only I guess that Destiny, being one of the first major online-only games on consoles, would help take some of the negative attitude regarding online-only away.
I don't have a problem with online-only games, but then again I was also one of the few people who was content with the original plans MS had for the Xbox One regarding physical games. You could say I'm one of the odd ones here![]()
I know GAF "in general" is very pessimistic about the cloud. And yes, somehow I can understand that - because so far, there weren't that much games that really took advantage of server calculations. To be honest, no new-gen so far really did (Titanfall touched 5% of the possibilities ...). And this is also why I try to be very careful about the words I choose.
No. You can not boost your games resolution with Azure. And no. You can not create better lighting effects with Azure. But, if you focus on it, you can still boost the overall graphical look of your game by a mile. We are currently creating a game. But in fact, we are kind of creating two-in-one. One with Azure available, and one for offline only. Everything you code, you need to code for two scenerarios. This is a ton of work. if online = dynamic grass; if offline=static grass ... To say it very simple. And so on.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.
If I could show you a screen comparison of our latest build right now - Azure on/off (no, sorry, I can't ...), you would understand what I am talking about. Wind, dynamically moving vegetations, footprints that stay for hours and even wildlife nearly without losing any local CPU power. This is just awesome in the right situations.
I know MS has some own projects in the works, too, that will go all-in with the Azure servers. Crackdown is the already known example.
That's all I can say for now. Really. I'm out here!![]()
Cool. Then you won't mind PMing me with details to confirm who you are. Thanks!Ehm. They doWe are building our new game strongly with Azure in mind for physic calculations (currently for vegetation, grass, water being manipulated by wind and objects, which would not be easy [impossible] to do with local power only). We are so happy with it that we are currently thinking about going all-in and make the game kind of addicted to Azure. The benefits are huge. Especially for singleplayer there are some risks tho, so we really need to think about it first.
Remember what the DayZ dev said about the stuff that Microsoft showed him behind the scenes.
His response was why aren't you showing people this stuff. Maybe this was part of what they showed him. I guess we'll find out at some point in the future.
As much as I want to see those screens/know more about the game I understand that you can't tell, wouldn't want to get you into trouble for that. Once again thank you for the info drop.
I understand the situation you're currently in with the on/of scenario, needing to write code for one scenario with all the possibilities within that is though let alone two. I'd feel sorry for the people who need to write tests for that.
If you were to go online-only I guess that Destiny, being one of the first major online-only games on consoles, would help take some of the negative attitude regarding online-only away.
I don't have a problem with online-only games, but then again I was also one of the few people who was content with the original plans MS had for the Xbox One regarding physical games. You could say I'm one of the odd ones here![]()
Well this thread certainly took a turn for the interesting. If that guy is a dev and I see no reason why he'd bullshit and put his account on the line.
Interesting. Could be really cool! Thanks for the drop.I know GAF "in general" is very pessimistic about the cloud. And yes, somehow I can understand that - because so far, there weren't that much games that really took advantage of server calculations. To be honest, no new-gen so far really did (Titanfall touched 5% of the possibilities ...). And this is also why I try to be very careful about the words I choose.
No. You can not boost your games resolution with Azure. And no. You can not create better lighting effects with Azure. But, if you focus on it, you can still boost the overall graphical look of your game by a mile. We are currently creating a game. But in fact, we are kind of creating two-in-one. One with Azure available, and one for offline only. Everything you code, you need to code for two scenerarios. This is a ton of work. if online = dynamic grass; if offline=static grass ... To say it very simple. And so on.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.
If I could show you a screen comparison of our latest build right now - Azure on/off (no, sorry, I can't ...), you would understand what I am talking about. Wind, dynamically moving vegetations, footprints that stay for hours and even wildlife nearly without losing any local CPU power. This is just awesome in the right situations.
I know MS has some own projects in the works, too, that will go all-in with the Azure servers. Crackdown is the already known example.
That's all I can say for now. Really. I'm out here!![]()
It is possible to use GPU compute to these calculations? There are some GPU power not being used due waiting others tasks... so you can use parallel compute while that too.This is what I am allowed to share.
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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
They can use Azure for PS4 too... they have the choice to rent Azure or create it own servers.Why would a multiplatform game use MS's servers? They aren't going to used different servers for the same game if there's a PS4 version.
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
How bandwidth intensive is it trying to do that amount of updates when scaled up to a full scene? That's got to be a lot of data.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
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
That's all I can say for now. Really. I'm out here!![]()
I want to believe what you say, but you seem incredibly obtuse in so many threads, popping in with random "news" and "facts" but never elaborating on anything, perhaps its just me but I kind of feel you should either come out with who/what you are and what you know, or keep quiet, there's enough "insiders" out there to last a life time.
How bandwidth intensive is it trying to do that amount of updates when scaled up to a full scene? That's got to be a lot of data.
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
All he needs to do is be verified by Bish. We can't ask devs questions and then demand them to publicly out their identities and the games they're working on.
Cool. Then you won't mind PMing me with details to confirm who you are. Thanks!
Interesting tangent - Id like to understand how 'interactive' cloud compute could be as I just dont see how you can really do anything thats user-interacted without having the massive issue of lag.
Cloud compute is a nice idea but always seems to be something that makes the skybox/far distance look 'prettier' (well more accurate/intelligent), while thats good, to me, I want more things to react to the users existence in the game world...
I always seem to end up thinking about how good streaming could be once the internet backbone is up to scratch - then I wonder how old Ill be when that happens
ps3ud0 8)
I don't see why based on this tweet, https://twitter.com/lee_stott/status/486437448348860417 that 3rd parties would pay 6.5 million a year per 1 million users when a majority of sales are going to the playstation.