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caffeinade said:
SvennoJ said:
Does the water lag when you jump in it? It should be clearly visible if all the water calculations are done in the cloud. Jump in, delayed splash, cloud responsible. Jump in, instant splash, more bollocks.

Sending a mesh of the waves and ripples is a lot of data, It basically is an entire terrain mesh that needs to be updated in real time.

What I can believe is that is synchronizes the seed for the waves so all players have the same wave and weather pattern. That's nothing new, same as having synchronized day/night cycle in multiplayer games. Yet we don't go touting the cloud for doing the light calculations :)

And ofcourse it needs to synchronize the wave pattern as how else can you fight other ships, they need to be at the same height on both consoles. Yet there are far simpler ways to do that than calculate wave physics in the cloud. Dumbest thing I've read in a while.

It wouldn't be unreasonable to expect Rare to allow the client's Xbox / PC to handle the impact of the user's body, asynchronously.

I would imagine they are just sending height-maps, so the servers can synchronise and simulate the waves.
Leaving the client to tessellate and interpolate as required.
The bandwidth required shouldn't be too high for such a solution.

Yeah, I don't consider this to be newsworthy.

They most likely use prediction to eliminate lag, like any good online game. It should be extremely easy to perfectly predict something as slow as ships in the water. And thanks to waves' nature  server-side corrections won't even be noticeable.



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