jlmurph2 said:
|
The number of servers necessary to run cloud physics for a title with millions of players would be absolutely insane, not to mention the horrible USA broadband situation. A lan demo is not representative of running the same thing over millions of internet clients, and then multiplayer titles with people of varying bandwidth/latency just moves this into pie in the sky bs.
seriously read the GAF thread on this. It's thoroughly shot down as impractical at every level. Going further, CPU is horrible at physics, and the azure servers are Xeon powered with integrated Intel GPU. They'd have to add dedicated physics hardware to millions or even tens of millions of servers to make it workable even for a small library of titles with an active playerbase. Even then the results would be spotty with client side issues. Add in a dash of packet shaping/bandwidth caps/anti net neutrality isps, and it's less likely to see the real world than an alien invasion of dancing nude 8 legged supermodels bent on putting butter on each grain of sand in the ocean.
Streaming gaming is much much easier but still an expensive imperfect quasi nightmare.