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

Why are people talking about visuals? It's a cell shaded game. Always has been. Visuals weren't ever ultra real. Talk about nitpicking. There's a single player mode for those concerned about just multiplayer. It's also funny to me how we're back to ppl showing fake concern about a whole other countries Internet service. Like you really give a shit what's happening across the world Internet related



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KdxlavkdX said:

jlmurph2 said:

Jones says that his team are optimising the game for a 2-4mbps connection.

Hope it works well with my 3mbps connection.


I read they are trying to optimize for 2-4mbps. Don't know if that's true or not



starcraft said:
Guys. This is the Microsoft forum.

Its discussing a Microsoft exclusive game. Using a technology only Microsoft (amongst the console makers) is embracing at this point.

If you wish to discuss the merits of their decision to try to push gaming forward constructively, fine.

If you wish to troll, bait Xbox fans, or otherwise deviate from the intent of the thread, you'll be moderated. First warning, last warning.


Ok, so just because some of us think that the demo looks pretty mediocre/bad, it is called derailing and baiting. Or just because we are sceptical that MS actually invests time and energy into a "new tech" that they will only use in  one of their mediocre franchises, we are trolling now? Sorry for disagreeing.

My opinion on the issue is (like it or not) that they are mnaking a huge fuss, about a "new" technology ( see the overdone Cloud hype) that will be used in best case in a handfull of games, before it will be forgotten. This is just like MAG and it's 256 player battles. They would rather invest that money in an Avalanche made, proper Crackdown.



Vote the Mayor for Mayor!

Machiavellian said:
HoloDust said:

Oh, you don't have to worry a bit, I comprehend that tech just fine, I just don't honestly care enough to go into details - for me those details are almost completely irrelevant versus how the game will perform depending on internet connection to end users.

I do think this is impressive (if it works in RL), I will think it is even way more impressive if we see anything like that for single-player games, I do not however think there is anything impressive in Misterxmedia alike headlines, so that's were my, initially somewhat irritated, first post comes from.

Not sure how you can say those details are irrelevant.  Its like stating that a Honda Civi is the same as a Bugatti Veyron. It's pretty much on that level of difference between dedicated servers and a Cloud Platform.

It's certainly relevant for some great Anandtech article, it's irrelevant for end users, since they see it as black box - I'm certainly interested in knowing more about the tech, but what matters for most end users is if there are problems on their end, and that's where internet connections kick in.



TheSting 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.


Like Destiny?


Ehh, sure, why not.



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sorry but i dont see the power of the cloud. this looks like an xbox 360 game



Wow a few people saying it looks like a 360 game. Where can I buy this super 360? Crackdown nor Crackdown 2 looked anywhere near this good.



Shinobi-san said:
SvennoJ said:

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)

People reply to crappy posts all the time, but nobody replies to this :(

Nice post Sven! I didnt realise it required that much bandwidth to make a significant difference on the experience.

Thanks. I've been thinking about it some more (would be an awesome project to work on) and you can smooth out the spikes considerably with forward prediction. You don't have to wait until the rocket hits the building or for one building to hit the other building, the server can predict what's going to happen as long as the player doesn't interfere. That way it can spoon feed the new data beforehand. The tricky part is all the revision (or patches) you need to do when a player does interfere with already computed data which can cascade on.

For example if building A is going to hit building B or building C explodes on rocket impact it might generate a big spike of data to be send within just a few frames. To recieve all that in just 3 frames you might need internet capable of 40 mbps, even though you only need it for 0.1 sec. Since ther server can already predict what's going to happen as soon as you press fire, same with predicting where a building is going when it starts to collapse. The server can start to transmit future data with that 2-4 mbps limit several seconds before the actual impact happens. Basically buffering future data, same way streaming movies keeps running smooth.  (4 mbps is only 17 kilobyte per frame after all)

The hard part is multiple players interfering, and what happens when everyone starts firing rockets into everything at once without any pauses to catch up. A big smoke screen could solve that :)

I also wonder how much overhead this generates by using general distributed computing. It wouldn't surprise me if a single modern physx chip can easily do the same. The difference is that those are now only used to add tons of particles, more realistic water or hair, pure visual enhancements. Nobody wants to make it a requirement so it can't effect gameplay in any way. By sticking it in the cloud, the same experience is available to everyone.

Anyway by what the new demo shows it wouldn't surprise me the least if a high end pc can easily breeze through that without the cloud. The impressive part is that it works with general distributed computing, which means it can run on a virtualized server on any hardware. Of course that's a lot more impressive as a programmer, a gamer doesn't care where it comes from. Well maybe some do judging by the comments.

So I'll take a stab at that flame bait article :) Did MAG turn the ps3 into the most powerful console ever? 256 players together all firing projectiles, never seen before, imagine the possibilities. Yeah, that went far. People complained it looked basic, and that it did for good reason, all those players need to be rendered. Same way all the destruction in Crackdown 3 will still need to be rendered.



hunter_alien said:
starcraft said:
Guys. This is the Microsoft forum.

Its discussing a Microsoft exclusive game. Using a technology only Microsoft (amongst the console makers) is embracing at this point.

If you wish to discuss the merits of their decision to try to push gaming forward constructively, fine.

If you wish to troll, bait Xbox fans, or otherwise deviate from the intent of the thread, you'll be moderated. First warning, last warning.


Ok, so just because some of us think that the demo looks pretty mediocre/bad, it is called derailing and baiting. Or just because we are sceptical that MS actually invests time and energy into a "new tech" that they will only use in  one of their mediocre franchises, we are trolling now? Sorry for disagreeing.

My opinion on the issue is (like it or not) that they are mnaking a huge fuss, about a "new" technology ( see the overdone Cloud hype) that will be used in best case in a handfull of games, before it will be forgotten. This is just like MAG and it's 256 player battles. They would rather invest that money in an Avalanche made, proper Crackdown.

Next time read my whole post before replying please.

No need to be rude about it.

Your second paragraph would clearly have been just fine on its own.



starcraft - Playing Games = FUN, Talking about Games = SERIOUS

Neat in-game physics are awesome. But how does that make XBONE the most powerful console ever....when PS4's stats are already clearly more powerful? Just asking.

I'm sure some PS4 game will come along with super good game world physics also. Hell, for that matter I'm sure even Wii U might (I'm looking at you, Zelda).