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How Titanfall Uses The Microsoft Cloud
Posted on 3/10/14 at 10:13 am
Posted on 3/10/14 at 10:13 am
Article from Engadget
quote:
"There are other games like Battlefield that have dedicated servers, but they haven't gone the same direction that we have with them. We have all of this AI and things flying around in the world; that has obviously let us build a different game than we would have if we'd have gone with player-hosted," Shiring says. "Really, the biggest thing with that is that it has uncapped our designers and let them do things that were previously impossible to do."
Because Titanfall's advanced AI is handled by the Azure servers, your Xbox's or PC's innards can be used to achieve more detailed graphics and the game's silky-smooth frame rate. The Titan bodyguards, dropships and legions of AI-controlled combatants are essentially free from a processing-power standpoint. Without Redmond's cloud, it's highly likely that Titanfall's six-versus-six player limit would be painfully apparent. Since these features live on remote servers, though, making sure they seamlessly appear in-game is paramount.
This post was edited on 3/10/14 at 10:20 am
Posted on 3/10/14 at 10:26 am to SG_Geaux
quote:
advanced AI
I don't doubt the efficient use of Azure for the AI processing, but those AI are far from "advanced."
Posted on 3/10/14 at 10:27 am to taylork37
quote:
but those AI are far from "advanced."
I'll give you that one.
Still makes the conflict feel much larger than it is.
Posted on 3/10/14 at 10:33 am to taylork37
quote:
I don't doubt the efficient use of Azure for the AI processing, but those AI are far from "advanced."
would be awesome if like in Forza where the "drivatars" learned intelligence from players, then mimicked their play.
Posted on 3/10/14 at 10:51 am to Klark Kent
You would just have a lot of a-hole robots running around then. I like that bots are easy, makes you feel like you're doing well even if you're not.
Posted on 3/10/14 at 8:09 pm to Supravol22
Sounds like the same marketing gimmick EA used for sim city, to justify why the game only works online.
I have my doubts that any advanced ai processing is done real time. Probably pre processed and downloaded
I have my doubts that any advanced ai processing is done real time. Probably pre processed and downloaded
Posted on 3/10/14 at 8:13 pm to UltimaParadox
I honestly don't know why people care if games are online only nowadays. 99% of gamers have some sort of internet connection. I don't see the big deal.
Posted on 3/10/14 at 8:13 pm to Supravol22
quote:
makes you feel like you're doing well even if you're not.
lets give everybody a trophy.
Posted on 3/10/14 at 8:53 pm to SG_Geaux
The "cloud" is a load of shite
Posted on 3/10/14 at 9:17 pm to GalvoAg
quote:
The "cloud" is a load of shite
Spoken like someone that has no clue.
Posted on 3/10/14 at 9:25 pm to SG_Geaux
So wait you believe the "cloud" has the power to make the Xbone five times more powerful than the hardware inside the box?
And I'm the one that doesn't have a clue....
And I'm the one that doesn't have a clue....
Posted on 3/10/14 at 9:31 pm to GalvoAg
quote:
So wait you believe the "cloud" has the power to make the Xbone five times more powerful than the hardware inside the box?
Go find where I ever said such a thing. I'll wait.
The fact is, they are using the cloud to do things they could not otherwise do.
Posted on 3/10/14 at 9:39 pm to SG_Geaux
quote:
The fact is, they are using the cloud to do things they could not otherwise do.
What make brain dead AI? I guess I just don't see power of the "cloud".
Also I said that because it came from Microsoft's mouth, and you believe this so I just assumed you believed that as well.
This post was edited on 3/10/14 at 9:43 pm
Posted on 3/10/14 at 10:38 pm to GalvoAg
Did the cloud rape your mom?
Posted on 3/11/14 at 3:04 pm to GalvoAg
quote:
GalvoAg
Are you fricking stupid or just trolling? The benefits of server-side graphics and physics processing are tremendous for all platforms, including PC. Any time you can use the computing power of the "cloud" (or dedicated servers, whatever you want to call it) to process any element of the game (including the retarded AI in Titanfall), you are freeing up a significant amount of resources in client-side hardware. Does it make your hardware more powerful? Of course not, but it does go a long way in optimizing its performance.
I can see the future potential for optimizing graphical elements that aren't dependent on the absolute lowest latency. All those little polygons moving around your screen in any game, comprising things you don't even pay much attention to--vegetation, moving clouds, raindrops, footprints in the snow, planes/birds/blimps/etc flying in the background, enemy AI, a building collapsing, etc etc etc--that all has to be processed by something. Every frame of it. Do you want your already-last-gen APU to do it, while you use the remains of its resources to try to process the elements of the game you actually need to control? 768 shader cores and a sub-2GHz CPU will not go very far in creating the "next-gen" experience that console gamers hoped to enjoy for the next 5+ years. And for PC, server-side processing is going to make "performance" gaming PCs more accessible price wise, and simply further enhance the experience on already high-end hardware. We should whole-heartedly be in favor of it regardless of platform.
People have been predicting the future prominence of near-100% cloud gaming for years. This is a big step in that direction, not just something Microsoft pulled out of its arse merely to make XBox look more appealing. NOTE: I'm not saying that the Microsoft cloud is the answer every aspect of "cloud"-based processing, but it's still a notable example of how hardware optimization can evolve significantly, and how always-online games aren't 100% evil, if executed properly.
EDIT: removed/reworded some things for clarification. I'm not sucking Microsoft's dick here. Simply supporting the concept.
This post was edited on 3/11/14 at 8:03 pm
Posted on 3/11/14 at 3:08 pm to ILikeLSUToo
First came tCLOUD, then came tBOOM.
Posted on 3/11/14 at 3:26 pm to ILikeLSUToo
Heck it's a bit of a stretch but Remote Play using the PS Vita is an example of cloud computing. It basically just the use of a remote server to process data.
Posted on 3/11/14 at 3:44 pm to ILikeLSUToo
quote:
The benefits of server-side graphics processing
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.
quote:
People have been predicting the future prominence of near-100% cloud gaming for years.
Someday it will get there.
quote:
This is a big step in that direction, not just something Microsoft pulled out of its arse merely to make XBox look more appealing.
It really isn't though. Having dedicated servers handle some of the calculations/processes is nothing new. It's nice that it is becoming more common on consoles, but again, it's nothing new.
Posted on 3/11/14 at 4:04 pm to ZTiger87
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.
I don't think they are with Titanfall, but they very well could be doing lighting, clouds, etc...
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