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Game Dev posts details about Azure on NeoGAF
Posted on 8/9/14 at 9:18 am
Posted on 8/9/14 at 9:18 am
quote:
LINK
I know GAF "in general" is very pessimistic about the cloud. And yes, somehow I can understand that - because so far, there weren't that much games that really took advantage of server calculations. To be honest, no new-gen so far really did (Titanfall touched 5% of the possibilities ...). And this is also why I try to be very careful about the words I choose.
No. You can not boost your games resolution with Azure. And no. You can not create better lighting effects with Azure. But, if you focus on it, you can still boost the overall graphical look of your game by a mile. We are currently creating a game. But in fact, we are kind of creating two-in-one. One with Azure available, and one for offline only. Everything you code, you need to code for two scenerarios. This is a ton of work. if online = dynamic grass; if offline=static grass ... To say it very simple. And so on.That's why we are currently thinking about going "online-only". But to be very open to you, we have some fear about that. Obviously. The gaming community is very careful when they hear "online-only" ... Games like Sim City simply ... Well, did it wrong.
If I could show you a screen comparison of our latest build right now - Azure on/off (no, sorry, I can't ...), you would understand what I am talking about. Wind, dynamically moving vegetations, footprints that stay for hours and even wildlife nearly without losing any local CPU power. This is just awesome in the right situations.
I know MS has some own projects in the works, too, that will go all-in with the Azure servers. Crackdown is the already known example.
That's all I can say for now. Really. I'm out here! :)
LINK
During developement, yes. I do not work for Microsoft, so I do not know if they are doing it on a case-by-case sceneraio or whatever, As soon as you begin to earn money with your game and you still want to use Azure, obviously you need to pay for the service. I think that's just fair. The prices are well balanced. The best thing about Azure is scalability and power. And especially in gaming this is what you need.
I can not comment on our game just yet, I am sorry guys! 2015.
LINK
Ehm. They do :) We are building our new game strongly with Azure in mind for physic calculations (currently for vegetation, grass, water being manipulated by wind and objects, which would not be easy [impossible] to do with local power only). We are so happy with it that we are currently thinking about going all-in and make the game kind of addicted to Azure. The benefits are huge. Especially for singleplayer there are some risks tho, so we really need to think about it first.
This post was edited on 8/9/14 at 9:19 am
Posted on 8/9/14 at 9:32 am to stout
Cool, when are the games coming out that use it?
And yes I know Titanfall uses it but that game is a disappointment after a month. Hopefully Crackdown in 2015 can show us what it can do.
Also I haven't heard anything coming from Microsoft about the cloud lately, maybe at Gamescon we will see something.
And yes I know Titanfall uses it but that game is a disappointment after a month. Hopefully Crackdown in 2015 can show us what it can do.
Also I haven't heard anything coming from Microsoft about the cloud lately, maybe at Gamescon we will see something.
This post was edited on 8/9/14 at 9:37 am
Posted on 8/9/14 at 9:36 am to GalvoAg
This shows me how cool it can be and why it may not catch on. In some ways Microsoft is too far ahead of where the average console player is.
Posted on 8/9/14 at 9:36 am to Mr Gardoki
quote:
Microsoft is too far ahead of where the average console player is.
Your statement implies that other platforms are taking advantage of Azure, please name them.
Posted on 8/9/14 at 9:38 am to sbr2
Not my implication. I was referring to the average console person being always online and what not. Notice I said average, I know this board would mostly be fine with it.
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