Arkaign said: The key not wheather you think something is possible or not, the key would be if you are developing in this space and know if something is possible or not. Just because you do not have a reference wheather cloud based Physics works doesn't mean there are not may protoypes out there where the tech has been vexxed. This happens all the time with new implementation of software. At the software company I work for, customer have thought many things we have done is impossible because our competitors have not done it. In software, Async means that the client does not have to wait for the server to send back information. The client can continue to send info to the server and not have to wait for a response. The server can queue up those transactions and send they back in order to be process by the client. You can have async and schronous communication at the same time especially if the backend and front ends are designed for such purpose. I understand what you are saying its just that you only present a one sided solution which does not take into different client server implementations. Is this setup complex yes it is but thank goodness MS development a platform called Orleans to handle the complex interactions behind the scense. Orleans has been in development for over 3 years so my guess is that MS understand how complex such calculations can be and spent 3 years making it easy on the developer to code against such multi-threaded actions.
Thats a good scenerio but the key would be if the design of a game would go for such a dynamic situation for the cloud compute part. The client only needs to render the point of view of the person moving. Once you get beyound the person point of view, all other calculations can then be sent server side. Great thing is that information can always be sent to the server without the client waiting on a response. Data can be plugged in by the server once those calculations are made. You can easily dedicate CPU threads for just those purposes or with the X1, it already have dedicated hardware just for that purpose without having to waste CPU resources. Either way, the game designer has full control of what happens within their world. Having this control allows then to easily predict when to perform server side cal and when to do client side. What you are looking for is a scenerio where their is chaos but in reality, a game can be tighly controlled to not introduce those scenerios. We probably could argue this point all day. You really only show one side of a coin where they are multiple different solutions. I am more than willing to wait until MS give us the data on how them are implementing their solution. I have plenty of ideals of how they could go about the work but I hate making speculations when the data is really sparse at this time. So how do you explain the Build Demo |