Michelasso said:
2)In any case any deferred computation can be (with some restrictions) implemented as pre-baked. To each building could be associated a DB with one or more explosion simulations. It would require quite a large amount of disc data but the final effect would be similar. Maybe a tad repetitive in few cases if there is a space constraint. 3)Still it would have the benefit to be offline and immediate (no noticeable delay). So there isn't really anything "miraculous" about this remote computing technology. Which btw is 30 years old. The Uncharted 2 cutscenes have been developed using the same identical technology, but on farms of PS3 connected via Ethernet. Indeed the weak link (literally) on Cloud computing for video games is the Internet. Too bleeding slow. Especially the latency. |
1) Nope, gamers pay for the maintenance off those servers and the xbox division have their own server which are the so no they are not paying for every tflops which is not even the buisiness model Microsoft is using for their server anyway.
2)Then it will not be dynamic anymore and the console would still have the issue on processing collider for remaining debris.
3) I have no reason to think the delay will be anymore significant than any other multiplayer game like COD or BF as they will certainly use forward prediction like for any of those game. Yes their will be more data but if your connection is good enough (and we are talking of 4mbps) then this will not result in lag. ping /= bandwith
4) Reread my post, I never said that it's new and that you can't achieve the same with dedicated server but it's not financially impossible. look at Destiny the game does not make significantly more processing online than a game like cod yet for a 10 year support they expect multiple hundreds of millions in server cost. The buisiness model Microsoft is using coupled with a server virtualization technology (which is relatively new) are what made this financially possible.







