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Forums - Microsoft - Crackdown 3 effectively turns Xbox One into the most powerful console ever! Targeting connections of 2-4mbps.

walsufnir said:
WolfpackN64 said:
It's a terrible development. Once the servers go down, you'll be left with a less then impressive game even though you paid full price.


Nope, for single-player you will get exactly the same game.

I wasn't talking about multiplayer.



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walsufnir said:
HollyGamer said:
walsufnir said:
HollyGamer said:
I wonder people with bad Internet Connection will make Xbox One into the most weak consoles lol.


What is with people having bad internet connection in general for multiplayer parts of a game lol?

Because the consoles performance depend on Internet right, like OP said in the title ?


The cloud will only work when online, yes. But the game does not completely depend on the cloud. And it's not the consoles performance that is dependant on the internet, calculations for destruction are offloaded to a foreign computer. Doesn't change the performance of the console in any way.

Of course not i just simply react to OP click bait thread, only Crackdown game that benefit with the Cloud on physic calculation, and also it doesnt change but surely the calculation will depend on the minimum targeting spec of the internet they said in OP.



The graphics are still underwelming. Look at infamious second son it has a lot better graphics and has a lot destrutables.
I wouldnt support games who derive their graphics from servers



HoloDust said:
Again that word, Cloud. All I see is game that has portion of its code in multiplayer calculated on servers - you know, like every other mp game with dedicated servers out there. It's just that they decided to add to that portion of code full world destruction as well and gamble with how good internet connection is for most players.

It does look nice, can't deny it (physics, not the game, visuals look terrible at this point), but given how often even ordinary games have problems with servers, I'm waiting to see this running in real world and not as demo on stage.


It is a general question on how the future of many tech will depend on internet access and routing especially will become way more important than it currently is as many services more and more have a requirement for low bandwidth internet.

Be it cloud computing or PSNow or other services which need "realtime" data.

Cloud computing is of course a buzzword but it's shorter than writing everytime what you did to explain what's going on.



WolfpackN64 said:
walsufnir said:
WolfpackN64 said:
It's a terrible development. Once the servers go down, you'll be left with a less then impressive game even though you paid full price.


Nope, for single-player you will get exactly the same game.

I wasn't talking about multiplayer.


But it won't use it when offline? Whether future games will depend on it, we don't know. But the current gen consoles are already dependant on internet so much, this will only get "worse" in the future.



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walsufnir said:
WolfpackN64 said:
walsufnir said:
WolfpackN64 said:
It's a terrible development. Once the servers go down, you'll be left with a less then impressive game even though you paid full price.


Nope, for single-player you will get exactly the same game.

I wasn't talking about multiplayer.


But it won't use it when offline? Whether future games will depend on it, we don't know. But the current gen consoles are already dependant on internet so much, this will only get "worse" in the future.

That's what I mean, a part of the experiance is negated when you're offline. When I pay 60€ for a game, I wan't to be able to experience it fully. If my singleplayer experiance needs online to run perfectly, then you've crossed a line.



WolfpackN64 said:
walsufnir said:
WolfpackN64 said:

I wasn't talking about multiplayer.


But it won't use it when offline? Whether future games will depend on it, we don't know. But the current gen consoles are already dependant on internet so much, this will only get "worse" in the future.

That's what I mean, a part of the experiance is negated when you're offline. When I pay 60€ for a game, I wan't to be able to experience it fully. If my singleplayer experiance needs online to run perfectly, then you've crossed a line.


Of course but at least this doesn't apply here. Let's wait how this will be implemented in the future.



"But what really has us so excited is that this is not technology for technology’s sake. Developer Reagent Games haven’t spent years inventing ways to make slightly more realistic looking moustaches (yes, that was a dig at The Order: 1886), they’ve used it to create something that would’ve been completely impossible in the previous generation. That’s what we’ve been waiting for, and we couldn’t be more excited to see Crackdown 3 finally destroy any lingering disappointment with the current generation.

source: http://metro.co.uk/2015/08/05/crackdown-3-hands-on-preview-the-xbox-one-killer-app-5329378/



ArchangelMadzz said:
We've had beautiful open world games this gen, Far Cry 4, GTA V, Infamous: SS, SO etc. I don't see why this game can't look amazing if all the physics that make it so demanding is done on servers far away?

It can't look as amazing because rendering resources are still limited. The physics calculations only off-load the CPU, all the extra persistent rubble and falling pieces still need to be rendered with their own lighting, texturing and shadowing.  More pieces, more memory demands, more geometry to handle, more smoke effects, fire effects.

Targeting 2-4 mbps sounds low, it's not though when you share your internet connection with your household. Plus how far will it spike during big collapses. A lot of new geometry gets created that needs to be send to the clients. (unless things breaking up is scripted and only the falling and collision physics are computed in the cloud) It takes a lot more bandwidth to send geometry than a simple lossless compressed video stream.
For example in their early build they had over 40,000 chunks being tracked by the server. Just updating the position and orientation of those chunks at 30fps is close to 220 mbps. In the new build it looks like there are far less pieces and after stuff hits the ground it stops moving. Yet buildings collapsing into eachother, creating new geometry and everything flying through the air colliding into eachother will make a big spike.

Those bandwidth requirements are why we still don't see any of the various lighting and other rendering enhancements that can be done in the cloud. It simply takes too much bandwidth to do anything that looks substantially better. Physics is the least expensive in bandwidth yet I'm curious how far they can push it and how much will still have to be done by the client. (For example tracking the pieces locally according to simple gravity rules while the server only updates collisions and provides new speed vectors next to introducing new pieces)



walsufnir said:
vivster said:
People who have no idea what the cloud is and how it works are always the most excited.


Same applies to those who doubted it and still do. Yay!

So what about the people who actually have an idea how "the cloud" works?

They're just waiting for the inevitable glitches and disappointed players.

The obsession with the bandwidth shows it all.



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