sasquatchmontana said:
Ignoring the fact of the cloud for a moment. If this were a multiplatform game and the XBO version with the power of the cloud ran as shown and the PS4 version ran at either less than 1 frame per second or with greatly reduced destruction (less than 5%) and the debris disappeared shortly after, what conclusion would you derive?
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Ignoring the fact of the cloud, then using the cloud to prove a point, erm what?
If it was a multiplatform game, both would use the cloud...
Some other things:
The cloud has nothing to do with debris staying or not. That's all in local memory, rendered locally, a choice by the developers to keep the debris as the rest of the graphics will have to be toned down already to compensate for the many pieces falling at once scenarios. (Btw in the demos not all debris stays, the pile of rubble is quite small compared to the buildings)
There are other ways to optimize total destruction. Red Faction Armageddon managed fine on 360, the Geomod engine should do fine scaled up to this gen. Yet it's not used since it limits the graphic fidelity compared to other games, hence a cell shaded game is getting this tech. What would be a problem is online multiplayer when every client has to synchronize all the destruction with the other clients. Dedicated servers are a better solution when a lot of moving parts are involved. Plus the server has the luxury to calculate ahead and spoon feed the clients within a set bandwidth limit. As soon as you fire a rocket, the outcome can already be calculated.
Anyway we don't know much about the single player atm. How much destruction it will allow, or if the graphics will be enhanced compared to competive multiplayer. Nor how well it will work through an average internet connection through a shared wifi router.







