Imaginedvl said:
Technically, there is nothing very hard to achieve that. Queue up the request, wait for an async response, if no response, compute it locally (with the impact on the gameplay). Obviously everything must be asynchroneous but there are plenty of async. tasks in a videogame :) |
"Some" of what I been reading is that they will use the cloud to program for non-lag sensitive features (Say Draw Distance Items). Im curious to see what happens when the draw distance has started and then stops (even if as you say it moves back to being computed locally. Would this take it from say 100 yard draw distance to 25?).
I have no doubt this wont affect gameplay, atleast not always. Something you can do to test this:
Also, how many devs will try to actually use the "CPU and storage equivalent" at all times? A perfect place to offload CPU cycles would be for something like...ooohhh how about...the Operating System while you are playing a game? Would be perfect for it.
I still say this is absolutely perfect for MMOs. They can always assume that you are online and not have to worry about rendering anything when you are not connected.









