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bananaking21 said:
vivster said:
bananaking21 said:
until its implemented properly in actual games i wont be impressed by it. and the question is, is it worth it? if they need to double the work on some cases for an offline and online mode, is it really worth it?

i don't think it's really double the work. They will just create the game and during development will look at what they can improve with the cloud. In the end the offline and online mode is just like flipping a switch. Pretty much like turning AA on or off in 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 scenarios. This is a ton of work. if online = dynamic grass; if offline=static grass.

i didnt say double the work on everything, look at the bolded in my post. from what the dev said, its clear they have to work on two codes for one matter (the grass for example), and then factor in that they have to do this for what ever they are using the cloud for, cloth, grass, tree, ocean, rivers, crumbling object. all these types of simulations would need be worked on twice/

I don't think that it's much more work than in PC games where you can easily switch between graphical features. It's only a matter of where the data comes from. Yes they have to develop an efficient netcode but once that's done they should be able to apply it to most features.



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