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re: How Titanfall Uses The Microsoft Cloud

Posted on 3/11/14 at 4:17 pm to
Posted by ILikeLSUToo
Central, LA
Member since Jan 2008
18018 posts
Posted on 3/11/14 at 4:17 pm to
Of course it's nothing new. I've been a PC gamer for over 20 years and have seen the industry and the technology evolve, so I know this. But the issue here is not how long it's been around and in use, but how prolific it is and how its limitations can be expanded. The mere act of using dedicated servers (which have been around for ages) for more games on the console platform is a pretty big step in the right direction.

quote:

They aren't doing that. Especially not in a multiplayer only FPS game. The latency issues would be ginormous. They are offloading some cpu tasks to the server.



Graphics processing was the wrong example perhaps, because I know that no dynamic graphical elements can be 100% offloaded to the server without unacceptable lag in multiplayer, and that example may not apply specifically to Titanfall. I'll concede that most of the "easy-performance" I've observed on PC can be attributed to it being run on the Source engine. Still, being able to use server CPU power for AI beyond hit detection, and the obvious potential of expanding that to the full spectrum of even non-dynamic ambiance despite what one game might be using it for, is not insignificant and has not been around for a long time.
This post was edited on 3/11/14 at 4:22 pm
Posted by SG_Geaux
Beautiful St George
Member since Aug 2004
77957 posts
Posted on 3/11/14 at 4:26 pm to
Look at Planetside 2.

They track every single bullet, rocket, tank round, etc... so they can make better decisions on weapon balancing.
Posted by ZTiger87
Member since Nov 2009
11536 posts
Posted on 3/11/14 at 4:32 pm to
quote:

I don't think they are with Titanfall, but they very well could be doing lighting, clouds, etc...



I think this will be the next step and something that will be on this generation of consoles.

quote:

Of course it's nothing new. I've been a PC gamer for over 20 years and have seen the industry and the technology evolve, so I know this. But the issue here is not how long it's been around and in use, but how prolific it is and how its limitations can be expanded. The mere act of using dedicated servers for more games on the console platform is a pretty big step in the right direction.


Definitely agree.

quote:

Graphics processing was the wrong example perhaps, because I know that no dynamic graphical elements can be 100% offloaded to the server without unacceptable lag in multiplayer, and that example may not apply specifically to Titanfall. I'll concede that most of the "easy-performance" I've observed on PC can be attributed to it being run on the Source engine. Still, being able to use server CPU power for AI beyond hit detection, and the obvious potential of expanding that to the full spectrum of even non-dynamic ambiance despite what one game might be using it for, is not insignificant and has not been around for a long time.


There is definitely potential and it can definitely help optimize a game. I'm just not sure Titanfall is a great example when the resolution is bad, there are big drops in framerate at certain points and the AI is braindead. It can certainly be viewed as a step in the right direction though.


Posted by RTR America
Memphis, TN
Member since Aug 2012
39600 posts
Posted on 3/17/14 at 1:30 am to
LINK

quote:

Shiring admits that Xbox Live Compute has seemingly been shrugged off as a marketing gimmick by many onlookers, but thinks that all that might change with Titanfall: “And I know that the internet is very sceptical that this is real. Hopefully less so now that Titanfall is out and they realize that they really are playing on these servers out there.”


quote:

So, what do these servers actually do? How does it make Titanfall better than it might have been otherwise? Shiring explains that the key lies in the amount of freedom in brings the game’s designers, saying that it let them ”go crazy and do things like throw AI in multiplayer and have these ships flying around the world and all these things that in a peer-to-peer hosted game – I know this is a little technical, but in a peer-to-peer hosted game, the bandwidth isn’t there.

He continued: “You’re not going to find all these home consoles that have the amount of CPU and bandwidth you need to be broadcasting that there’s 400 things moving this frame. It just melts down everything that is there. So once we can just tell the designers, ‘yeah don’t worry about it, just spawn that thing and make it move. It’s fine.’

Ultimately, what worked out for Respawn was that their designers “weren’t constantly fighting limitations, they were just trying to, ‘hey you know what’d be cool? It’d be cool if this happened,’” Shiring states. “You know if you had a gun that shot all these things and each one was a real particle and it’s going to travel through the air, you’re doing a lot less compromising and you’re just letting them go do great stuff, cause our designers are really, really good, and the worst thing we can do is tell them ‘no’.


Posted by taylork37
Member since Mar 2010
15326 posts
Posted on 3/17/14 at 8:21 am to
quote:

Shiring explains that the key lies in the amount of freedom in brings the game’s designers, saying that it let them ”go crazy and do things like throw AI in multiplayer and have these ships flying around the world and all these things that in a peer-to-peer hosted game


Maybe I just don't understand the argument...who is saying that dedicated servers are better than P2P hosted servers? Titanfall isn't really bringing anything new in that respect.

The importance of dedicated servers isn't getting shrugged off its the "offloading calculations" portion...and the fact that the main selling point for the importance of offloading calculations is the extremely unintelligent AI.

Also, not trying to troll, but saying a 792p and 12 max allowable player Titanfall is only possible on the XBone with the help of offloading calculations isn't necessarily something to brag about.

With all that said, Xbox Live Compute and the offloading of computation definitely has potential, its just isn't blowing anyone's mind on Titanfall.
This post was edited on 3/17/14 at 8:24 am
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