ShinmenTakezo said:
You are again drinking the Kool-Aid. Your virtual Superpowered cloud is just PR bullshit. Like I said before, do some research outside of MS. You just keep pushing PR bull MS has been spreading. Like I keep saying, how can you be so faithful and defend the statements of a company caught lying about these things multiple times? @bolded that is hypocrasy. You know what game code involves? Graphics! You write code to create a graphics engine. |
You say I do not know what I am talking about but you have not giving any proof that I am wrong. Its one of the many things people do on the net. If I am wrong prove it, instead of making empty statements. While I have no Ideal what your background is, I do develop software to work on cloud platforms. I know exactly how Azure, rackspace Amazon and a host of other datacenters work. I know how to code distributed code that are load balance on multiple different servers and databases. So when you tell me I am wrong, I would love for you to prove it.
Bandwidth only makes a big deal if you are steaming huge amount of Data, but as mentioned there are a lot of pieces to game code where off loading processing does not have to send large data back to the client machine. Data can be calculated before hand and streamed before the player gets to that point in time. AI, Physics and lighting were mentioned as thing that can be caculated and sent to the client to prepare a scene.
Whats clear is that you probably read some other person making the same comments you just made and decided to make them your own. You have no clue about the server or technology behind MS infrastructure. You easily dismiss information detailing how Orleans manage all of this distributed code amount thousands of servers pushing data to clients immediately. You dismiss how Orleans is a development platform for creating cloud based distributed applications which is exactly what you are seeing lately with more MP only based games.