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Forums - Gaming - What is the Cloud (Respawn's Explanation)

So Internet bandwidth is a problem to host MP (something we have done for decade) but is good to make XBone 4x more powerfull, care to explain?? Cloud also add bandwidth through wind connections?

And this proves again exclusivity is because of money not being impossible on ps4 or their servers.

If cloud is so strong why just 12 players?



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

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SandyVGina said:

"I personally talked to both Microsoft and Sony and explained that we need to find a way to have potentially hundreds-of-thousands of dedicated servers at a price point that you can’t get right now. Microsoft realized that player-hosted servers are actually holding back online gaming and that this is something that they could help solve, and ran full-speed with this idea."

That was a hard Respawn pr read, wasn't it? Let's not forget that pretty much every problem you have with player-hosted games is also present in "cloud" games. It is not the fastest player that sets you back, it is the slowest (whatever slowest means in that context) player that does. The cloud won't help you there. And let's not forget the key disadvantage of non-plyer-hosted servers: Once the server goes offline (because someone no longer wants to pay for it), you're left with a dead game...



This article was pretty pointless I thought he was going to break down how Titan Fall is going to do all this new stuff with the cloud. Then it ends with him basically saying that Titan Fall is just using it as dedicated servers and that's it. He doesn't even tell us stuff they're working on it's basically a bunch of promises and I have to hope they do something in the future. I'm still getting this game but I hate when developers talk about things they "can do" and are very vague like in this article. Tell us how your going to use the cloud don't tell me you can do alot of cool things that's way to vague.



Very good read. Always good to hear from developers. :-0



Vasto said:
Very good read. Always good to hear from developers. :-0


Yeah they actually wrote this a long time ago, back in June, but looks like they updated it recently since Sony unvieled PS Now.  Just more reason for them to show what it is "Capable" of.




       

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DonFerrari said:
So Internet bandwidth is a problem to host MP (something we have done for decade) but is good to make XBone 4x more powerfull, care to explain?? Cloud also add bandwidth through wind connections?

And this proves again exclusivity is because of money not being impossible on ps4 or their servers.

If cloud is so strong why just 12 players?

If PS4 is so strong why is KZ6 only 24 players when PS3 pushed Massive Action Game and 256 players?

Oh wait, it's silly to tie player count to hardware.



JayWood2010 said:
JoeTheBro said:

Microsoft isn't the only company with a cloud ;)

Ohhh i see what youre saying lol.  I have no idea what EA runs, so I wont comment about their servers as it will only be uninformed on my part :)

DICE doesn't use a cloud with BF4. They have spoke about future things they might add to BF when they start utilizing cloud technology, like dynamic weather based on real time weather forecasts, but nothing in BF4. It's all EA's shitty dedicated servers and some crappy netcode to boot, hence all the BF4 issues.

If anything, using the Azure cloud might have made BF4 a better game. But even with dedicated servers, whether they are cloud driven or not, shitty netcode will destroy the game, like it's doing to BF4.



J_Allard said:

 

Oh wait, it's silly to tie player count to hardware.


Yes, it is about balancing the game to the maps and what is going on.  Example being Halo, CoD, Medal of Honor, Counterstrike, Gears, and tis list goes on for similar amount of players.

Killzone and Halo have dona  pretty good job with big team matches but Halo also is superb with smaller games.  Why is because they have seperate maps for them.

Battlefield is huge and doesnt work well with smaller matches because they arent well designed. Also having such big matches led to issues with op snipers.  Because of this they nerfed the shit out of snipers and are now meh in the game.  

The only other game that had a similar player count was MAG and it didnt turn out so hot. 

In the end what im trying to say is that player count is based off the design of the game and removing all the fanwars people know this.  This is why 4v4 , 5v5, 6v6, and 8v8 has been vastly popular forever now.  More so than any other format actually.  

Just as Killzone and CoD works different, Killzone and BF works different.

I for one prefer the anywhere between 4v4 to 12v12 personally.  It allows for more tactical approaches and well designed maps.  16v16 has proven to be chaotic at times, and 32v32 leads to poorly designed maps with snipers hiding in the back doing nothing to help their teams.




       

J_Allard said:

DICE doesn't use a cloud with BF4. They have spoke about future things they might add to BF when they start utilizing cloud technology, like dynamic weather based on real time weather forecasts, but nothing in BF4. It's all EA's shitty dedicated servers and some crappy netcode to boot, hence all the BF4 issues.

If anything, using the Azure cloud might have made BF4 a better game. But even with dedicated servers, whether they are cloud driven or not, shitty netcode will destroy the game, like it's doing to BF4.


Kind of figured they didnt but I didnt know either.  I just know EA's servers sucks ass.  Ive had a lot of issues with BF4 thus far.  Its an ok game but i wasnt a fan of BF3 or Bad company either.  i have no idea why i bought this one and thought that i would feel any different about it.




       

J_Allard said:
DonFerrwould aid:
So Internet bandwidth is a problem to host MP (something we have done for decade) but is good to makPs4Bos. Twice4x more powerfull, cXboneo explain?? Cloud also add bandwidth through wind connections?

And this proves again exclusivity is because of money not being impossible on ps4 or their servers.

If cloud is so strong why just 12 players?

If PS4 is so strong why is KZ6 only 24 players when PS3 pushed Massive Action Game and 256 players?

Oh wait, it's silly to tie player count to hardware.

So without cloud they would have just 3 players? Not evaluating Hw but cloud, please learn to read. But if I were to take your clue Ps4 is twice stronger than xbone.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."