290°

Cloud Will Fail Many Times Before Devs Find Ways To Exploit It In The Long Run

"The cloud is here to say," says Celtoys boss Don Williamson.

Read Full Story >>
gamingbolt.com
Godz Kastro3093d ago

It's new groundbreaking tech. I would assume so.

Spotie3093d ago (Edited 3093d ago )

It's not new at all.

Edit: Apparently, some people are just unaware, Eonjay. Likely willingly, at this point.

Eonjay3093d ago

Exactly, most of the work I do involves cloud servers. It doesn't fail. Its not new either. PSNow IS true 100% cloud gaming by the way and it works.... so yeah.

tinynuggins3093d ago

It's only new/groundbreaking in the sense that there isn't a game out there that utilizes cloud to the degree of Crackdown 3. Same with VR. it's not groundbreaking tech per say (been around 15 plus years). But the degree with which it plans on being utilized for gaming in the coming years is something special and can be considered groundbreaking by many.

AngelicIceDiamond3093d ago

No its not new but the way its being utilized in games for first time is something new.

Death3093d ago

PSNow is cloud gaming. It's the same as remote play, but on a bigger scale. All the work is done server side and the image is basically streamed to a client. This is why you can use a PS3, PS4 or PSTV to do it. None of the work is done locally, just controller inputs which are sent to the servers.

Microsoft is using the cloud for additional compute which is done remotely and then sent to the local machine. This frees up local resources to be used as the developer sees fit.

The technologies are almost opposites. PSNow isn't designed to enhance games. From what we have seen the resolution is lower than the actual console counterparts and there is lag since your controller inputs have to go a much longer distance than your couch and console. Cloud compute is used to surpass what a local machine can do on it's own.

ULTp0ltergeist3093d ago

I still don't understand why some of you still confuse "cloud streaming" and "cloud compute". Cloud streaming has already more than proven itself, it's cloud computing that this article emphasizes more on and Microsoft is at the forefront of this groundbreaking technology for gaming. They have the platform and the dedicated servers and I'm glad we have a major corporation investing in this for the future of gaming.

I see AI being a major innovation with cloud computing no doubt.

donthate3093d ago

PS Now cannot compare to what MS is doing with Xbox Live Cloud Compute.

XBL Cloud Compute is a distributed computing environment, whereas PS Now is a streaming service.

The challenges of the two are quite different as well. PS Now isn't groundbreaking anymore, and hasn't been for almost a decade now. It was championed by OnLive a long time ago. It doesn't mean PS Now doesn't have challenges, but it merely means it is a well understood problem and done by many companies.

On the flip side, Xbox Live Cloud Compute is still very much an unknown area as developers/engineers are exploring what they can do with it for games in the context of aiding rendering, but also for Physics.

In short, it is a new way to use cloud for sure and I'm very excited for it! Looking forward to seeing Crackdown 3 next summer!!!

UncleJerry3093d ago

@spotie...it's new in the context. We all know none of the basic hardware/servers etc. required for cloud compute is new, nor is the very concept of it. Using it on a large scale in the ways that companies like MS intend to use it (i.e. Crackdown 3) is new if you ask me. I am sure there will be some hurdles and it will take time, but it is exciting to think that we are on the cusp of seeing this stuff really come to fruition. And of the coming years I think cloud compute will play a big role in graphics as well as a continued role in game streaming and services. Sometimes it can seem like a long time, but really tech moves forward rapidly and we're gonna be experiencing this stuff in a big way.

I just hope that early examples such as Crackdown 3 do not fall face first. Hopefully the fact that it is sort of a controlled environment (1st party title for one system using one cloud service and backed by one of the leading cloud-tech companies) will allow for its success.

APexGamer453093d ago (Edited 3093d ago )

Wow some people really do not want to hear the truth.

Every MMO game does so called cloud compute.

@donthate

You do realize difference is PSNOW does 100 percent of the calculation.

Where as MS cloud only does portion. And yes. MS hasnt been the first one to try that. Every MMO does "cloud" compute you are talking about.

Nothing new about that. besides fancy new marketing.

@UncleJerry

Cloud physics have been done before. Crackdown happen to push boundary of it. Also, what MS is doing will not increase graphics... at all.

donthate3093d ago

The ApexGamer45:

The challenge of PS Now is simply in compressing the image, and sending it to you as fast as possible. There is no load distribution or parallel processing. The technology behind PS Now is simply like a GameDVR card and streamed out like twitch. Even MS Delorean technology is a step up from this in terms of difficulty.

http://research.microsoft.c...

DeLorean (i.e. the cloud) attempts to predict multiple outcomes ahead of time and pick the right one to reduce latency.

In fact, calling PS Now is a little bit of a misnomer, because it technically doesn't require a cloud (as in scaling vertically or horizontally). It is a fixed resource and has stacks of PS3 in racks. The PS3 don't work together at all and is more aptly named a PS3 server farm than a cloud. Typically a cloud has at a minimum scaling ability and a robust service to go with it.

The challenge of Xbox Live Cloud Compute is how do scale the computation and what contraints do you put on it? What happens when those constraints are broken? How do you re-use computation? What computation can be offloaded? Then there is the API to allow this good be quite complex, because nobody has come up with a good abstraction for how to do this either.

An MMO typically at most do the game rules, state tracking and some physics (to ensure the game isn't broken or cheated on), but still most of the game is run on the client side i.e. the PC or console. MMO is more of a multiplayer online game in the traditional sense. The MMO game doesn't compute lighting effects for instance (as described by this article) or scale up and down depending on what you do in the game.

In the future, we might just have games that is run in the cloud, but rendered on the client completely bypassing the need for PS Now.

Also, to answer you if this will improve graphics? What do you think will happen when that frame time has it's load reduced?

It means you have more time to render increasing graphics!

rainslacker3093d ago

@donthate

"PS Now cannot compare to what MS is doing with Xbox Live Cloud Compute."

They're not meant to be compared, because they aren't the same thing nor are they meant to be. However, it is possible for Sony's servers to do what Azure does if it were given the software to do so. Could be done on Amazon, Google, or any other Cloud as well.

"The challenges of the two are quite different as well."

What challenges would those be? Please, go into details as this seems important.

"PS Now isn't groundbreaking anymore, " et.al and snipped

Devs don't have to do anything for PSNow. It runs a virtual instance of the hardware and serves it through streaming. It was never particularly ground breaking even when OnLive started it and it wasn't ground breaking when MS jumped into the same thing by running virtual instances of software on Azure.

"On the flip side, Xbox Live Cloud Compute is still very much an unknown" et al and snipped

Not really. The things done on the cloud are going to be programmed with the same algorithms as they would be if used on the local machine. Cloud compute isn't reinventing the wheel, just giving a third, much more powerful wheel to use. Rendering is a different issue, and that's still a ways off, and being pioneered more by NVidia than MS. I would be extremely surprised if we see off-client rendering done this generation, or even the next. Other than that, the physics calculations will still be the same, just implemented into the game loop differently. It's not as overly complex as you make it sound, it's just more a matter of getting the timing right. In the long run, I'm sure some new little tricks will come about though, as is typical in game development.

"In short, it is a new way to use cloud for sure"

Not really. Distributed computing has been used like this since the 70's. More specifically and for our purposes, it's been used for MMO's which use a server/client shared processing technique since the early 80's, with Ultima online being the first example I can think of. Every MMO uses this technique in fact, although the physics are typically kept on the local machine for the more important stuff to be offloaded and distributed by the server.

To my knowledge, the only thing I think MS is innovating here is integrating it into a single API environment...which I could probably argue that Epic's Unreal engine did first, but don't care to do the research.

The thing about cloud compute is that people are giving MS a lot of credit where it isn't deserved. I won't say it will be good or bad, but just because we're gamers, and this will be many people's first heavily marketed exposure to the idea of cloud compute, does not mean that MS is breaking some new ground in computing. There is a long history of distributed computing involving cloud type infrastructures, and MS did not invent them, nor did they invent the idea of using offloaded tasks for game loops. They can't even be credited for being the first to make it commercially available. They can be credited for being the first to make a big deal about it and using it as a major selling point though.

rainslacker3093d ago (Edited 3093d ago )

@donthate again

I see you answered the challenges part in another comment. I'll bite and test your rather extensive knowledge on game development.

"how do scale the computation and what contraints do you put on it"

What does this even mean? If I am to assume what you meant to say, then my question is..."huh"? This is what every computer program in existence has to deal with. Cloud compute is supposed to alleviate this, not make it more challenging. If the API doesn't make this happen, it's not going to happen for the consumer. It's as simple as that.

"What happens when those constraints are broken"

There are always constraints. When one is broken, another arises. Nature of programming 101.

"....some stuff sounding technical....abstraction...peo ple are lost." paraphrased.

Do you even know what any of that means, or what you are trying to say? AN API IS AN ABSTRACTION LAYER. If MS hasn't come up with a good way to implement this through their API yet, then well...this whole cloud hype is nowhere near ready for prime time, and you guys are going to be waiting a long time.

"An MMO.....most is run on the client side"

Absolutely 100% unequivocally false. The client side renders the graphics, and takes input from the user. Even your character's updates on screen are approximations of what is happening on the server to prevent apparent lag. An MMO runs almost the entirety of it's game loop on the server side.

No game offloads lighting effects, nor will crackdown. It's a differnt thing than cloud compute that you'll see this gen, and it's a challenge due to bandwidth, nothing more. Offloading is easy, syncing and getting the data to and fro is the challenge...and most of that lies on infrastructure, not the servers.

"In the future, we might just have games that is run in the cloud, but rendered on the client completely bypassing the need for PS Now."

We have that now...again it's called an MMO. It's impossible to completely remove all the game loop from the client. If it's rendered on the client, then it has to have some part of the game loop run on the PC.

"Also, to answer you if this will improve graphics? What do you think will happen when that frame time has it's load reduced? "

That's not answering his question. But to answer it, it will free up resources for other things...thus allowing other things to be processed. There is a point though where the infrastructure has to be able to handle it, and the internet isn't keeping up as fast as graphics tech is advancing. So, it will improve graphics, but by the time you see it, there will be new things to improve them, and the ability to get the cards which can do it natively much faster, and with less annoyance to the end user will be cheaper and more practical because you won't have to worry about all those challenges you mention.

But, here's an intersting thing about your whole comment/comments. For everything you say, it seems the most practical thing to do is simply run the entire game server side, and simply stream it to the client, thus removing most of the challenges being posed by Xbox live cloud compute, and making the game not only hardware independent, but removing all boundries on what it can achieve.

Hmm...a service which runs the game completely, and streams it to the local machine...where have we heard of that before?

Can you not see the irony of your statements...that Sony is simply extremely far ahead of the curve because they already have the infrastructure to do exactly where you say game will be headed in the future.

+ Show (8) more repliesLast reply 3093d ago
TheCommentator3093d ago

Yeah, he's basically saying that there's tons of potential in the concept, but not every idea can be realized with today's infrastructure. CD3 is just the tip of the iceberg.

Death3093d ago

The biggest problem cloud compute faces isn't the infrastructure. It's the fact Microsoft is the only one using it. Third parties won't touch it since the tech can't be used for PS4 and WiiU. This leaves exclusives only and first party devs still need to justify the added development time, costs, and fact not everyone is connected to the net.

user99502793093d ago

@Death

third parties will have their own cloud infrastructure before long. Its becoming an industry standard, will be impossible for the big fish to ignore for long. Big publishers already have infrastructure in place for dedicated server support... processing is the next logical step.

I know everybody will hate to hear this because

a) Prefer to believe that cloud processing will never have merit as long as Microsoft is championing it

b) Prefer to belive that MS has some sort of exclusive monopoly on the underlying tech/infrastructure.

Neither of these is true.

TheCommentator3093d ago (Edited 3093d ago )

This tech can be used for anything with the infrastructure but yes, they are the only ones using it right now. Cloudgine will be available to everyone but they simply chose to pioneer the tech with MS because of the strength of their services. As for 3rd parties, its' use depends largely on variables like being used for MP or MMO's, the tools devs have to integrate it with, or whether SP could scale up when online but not require connectivity.

Edit @ Martin

One of the things the move engines provide is lossless compression, which means XB1 could send/recieve more data with the same internet speeds too. MS upgraded from 5,000 to 300,000 servers because of their intention to use the Cloud to enhance games, just like the XB1 was designed for Win10/DX12.

rainslacker3093d ago

Exactly.

Infrastructure will make or break cloud compute for gaming in the way MS talks about. I've been saying that since the beginning. So have a lot of other people.

Your more reasonable assessment of what was said is nice, because I see some people making it more that what it is, both in here and other topics on the issue.

It's not that the abilities to do some amazing things with the tech don't exist, in fact it's pretty boundless in terms of processing power if you remove the financial logistics from it, it's just that the infrastructure is nowhere near ready to keep up with what games can already achieve by running them locally.

It's not to say that things can't be improved through offloading some tasks...which is what MS is saying will happen. It's just that people should keep their expectations in check on what is logistically possible for the internet to achieve.

In the end, with any distributed computing environment, there's just going to be a point where it can't go any further because of the infrastructure, and while that limit is a ways off due to this being rather new for mainstream gaming on a large scale, the fact remains that the internet is a long ways away from being able to deliver the amount of data within a minute what a local client is able to process within 1/30th of a second.

TheCommentator3092d ago

Thanks, Rain. Your detailed post is a welcome addition to my rather generalized ones.

+ Show (2) more repliesLast reply 3092d ago
madmonkey013093d ago

its not new tech, it just hasnt had a major effect on gaming yet.

ninsigma3093d ago

It really isn't groundbreaking. It's been around since the 90s. We are only now seeing it implemented in games (and even this statement could be factually wrong).

Having said that there's plenty of potential and the devs have gotta find what works and what doesn't for their games. What crackdown down is doing is cool and I'm sure it will provide a really fun online experience for its fans. Looking forward to seeing what else devs will come up with!

+ Show (1) more replyLast reply 3092d ago
killer_goat3093d ago

"The cloud is here to say" you don't say.

AizenSosuke3093d ago

The cloud jokes are back? back again?

chrisx3093d ago (Edited 3093d ago )

By XboxOne-Two or Xboneii's release they should be able to exploit it fine

Show all comments (76)
250°

Consoles Can Potentially Use The Power of The Cloud, But It’s A Very Grey Area: Ex-Lionhead Dev

"In the long term, the idea of air-gapped gameplay is unfortunately losing out."

Read Full Story >>
gamingbolt.com
PhoenixUp2298d ago

It doesn’t seem very practical. Crackdown 3 has shown relying heavily on cloud gaming can create a tulmultous development period.

Gazondaily2298d ago

Not necessarily. You're assuming that it's the cloud tech that caused the delay.

In any event, it would be the first use of it's kind so even if it did cause delays, that would be understandable, considering that it represents the first attempt of such tech at such a scale.

We can only really tell after the release of the game whether this will be worth adopting by other devs and worth the risk.

DarXyde2296d ago

Crackdown 3 doesn't really look any different from its predecessors. Looks to play the same with slightly increased graphics.

I'm pretty sure the delay is related to the cloud. It's the only inconsistent variable.

2296d ago
Godmars2902296d ago

And only how many years after being promoted as a key innovative feature on the XB1?

VenomUK2296d ago

'Power of the cloud' I've heard that before! Of course it's theoretically possible. GeForce Now, OnLive & PS Now has demonstrated that cloud computers can run a full game for people, so 'the cloud' would definitely be able to boost the game of those who are already playing a game.

The problem comes from the business model, it would require an internet connection and not everybody has one or a fast one. Additionally consumers and media compare the specs of physical hardware, they want a console that delivers the full experience out of the box. So whilst the cloud can help, at this moment in time it would be a lot of expense for a subsection of the customer base.

morganfell2296d ago

"GeForce Now, OnLive & PS Now has demonstrated that cloud computers can run a full game for people, so 'the cloud' would definitely be able to boost the game of those who are already playing a game."

It isn't that simple. We are discussing the running of a game on a local machine and then when there is an incident, the physics in that scene are then farmed out to the cloud for rendering and then must be synced back to that game running on a local machine. A few milliseconds lag when a game is running entirely in the cloud is one thing. When it is split rendered those small time segments are a game killer. And consider how fast physics based situations arrive in a game with massive amounts of environmental as well as other types of destruction occurring. This is a wholly different situation with hundreds of more issues that running the entire game in the cloud.

indyman77772296d ago

We've heard this wait until this game comes and proves cloud for years now. They NEVER HAVE. Don't expect it to happen this time, Even if you have less than a 1ms latency internet connection that is not fast enough to help graphics. So the only thing left is the MUCH smaller player calculations. And no one has proven that to work without LAG. Which is why it has not worked up to this day.

mark_parch2295d ago

The developers of crackdown 3 said 2 years ago that the multiplayer was finished and the delay was because they need more time for the campaign. So either they were lying or the cloud tech works fine. I'm pretty sure the delay at the end of last year was because Microsoft didn't want to tarnish the launch of the xbox one x because lets face it, it looked shit

+ Show (4) more repliesLast reply 2295d ago
PhoenixUp2297d ago

Of course it’s the cloud tech. There’s nothing so ambitious about the Crackdown series that would cause such a long delay for the latest installment.

If there were no cloud tech the game would be out by now.

TankCrossing2296d ago

I think the cloud tech was responsible for delays and very extended development period up to the end of last year. However, I think the final delay was actually a direct result of the game being shit.

TheCommentator2296d ago (Edited 2296d ago )

What a misinformed statement; CD3 hasn't shown anything of the sort.

The long development of Crackdown had everything to do with the CREATION of the Cloudgine Engine to drive Crackdown's online component, not it's reliance upon it. How can one rely upon something that doesn't exist yet?

https://en.wikipedia.org/wi...

Cloudgine is a team from Scotland who'd worked closely with MS and Realtime Worlds in order to get the idea to work. Honestly, building an engine from scratch for one game is never practical, but utilizing an already completed set of development tools for any future game is. This is why it's great news that Epic bought Cloudgine, because the, "tumultuous development period" won't happen with anyone liscensing UE4 to make games.

Thanks to Realtime Worlds, MS, and Cloudgine, cloud enhanced online gaming is finally ready to move into the mainstream with minimal effort from developers.

jznrpg2296d ago

Keep shoveling it there will be more

TheCommentator2296d ago

If you guys want to disagree with me, why not give a reason instead of attacking me as an individual?

Nothing I said was wrong:

- It's impossible to rely upon something that doesn't exist yet as Phoenix Up alludes to.
- MS, Realtime Worlds, and Cloudgine all developed the engine together during the creation of CD3, which is what took so much time.
- Epic would be pretty dumb to invest in Cloudgine if it has no value in gaming or requires "tumultuous development.

SpaceRanger2297d ago (Edited 2297d ago )

I don’t understand how this is even a topic that is still brought up as an end all solution. It’s been clarified many times that current tech is not developed enough to use it the way many assume it’s being used. Heck many still hear “cloud on Xbox” and think this...

http://n4g.com/news/1399058...

It was hard for many to understand then, and it seems to still be hard now.

Brian76554922296d ago

Why wouldn't it continue to be discussed, you think Microsoft is going to invest in cloud technology and not further evolve what it means for the consumer? We have already seen it in action for Titanfall and used to continue taking in data for Drivatars in Forza. It was never advertised as an end all solution.

1,760 Sony PS3s were also used a cluster to calculate 500 trillion floating-point operations per second (500 TFLOPS). Which acted as a supercomputer.

Microsoft's Azure is basically using dedicated servers around the world to calculate things like physics which takes the burden off the hardware. This of course will only be applicable if you are connected online which is why games like Crackdown 3 will really only see the impact in multiplayer.

Godmars2902296d ago

MS's investments into cloud tech had less to do with gaming, and more to do with what everyone - Amazon - is doing. Which is making money from storing and sharing the information of others.

Gaming - Crackdown 3 - was never nothing more than advertising point.

morganfell2296d ago

I stated in an article the other day this thing is not going to work correctly. The team that originally was working on this for MS has departed and are now with Epic Games. Of course I was promptly downvoted for my blasphemy. An occurrence which I wear like an honor badge.

http://n4g.com/news/2138712...

TheCommentator2296d ago (Edited 2296d ago )

I think your reasoning is off on this one. We'll have to see how well it works when it launches to be sure, but here's how I see it:

If Cloudgine's technology doesn't work right, if it doesn't have any potential, why would Epic have purchased it? Also, it's been known for a while that Cloudgine would be open to all developers on all platforms when it was finished.

From 2015: https://gamingbolt.com/crac...

morganfell2296d ago

You are operating on the assumption their technology only has one method of application and Epic intends to implement it in the same manner as Microsoft.

We can even presume on the premise that Epic does want them for the same thing. Software and engineering can still fail in one location and then succeed in another later. Just because one company cannot get a system to operate does not mean another company could not make it work. Remember when Crytek halted their plans and later Onlive was a relative failure and then they were purchased? Now that idea functions.

You cannot ignore the massive delay in Crackdown 3, the silence and lack of demonstrated tech and then observe the departure of Cloudgine and think their implementation has succeeded and they have completed their work. Go back and read what I wrote in that linked post. A company handling such work would need to remain through AT LEAST the first major server stress test with a million people gaming simultaneously as well as the first several major patches since undoubtedly such new tech would not be perfect out of the box and would require several bouts of adjustment.

There is a reason they departed long before any one those things occurred and it does not bode well for cloud based destruction, etc in Crackdown 3. MS would be better off simply rendering everything in the cloud.

TankCrossing2296d ago

Maybe you were downvoted because that's a dumb thing to say. Why would Epic invest in Cloudgine if the tech doesn't work? :-/

morganfell2296d ago

@Tank,

You didn't bother to read or you are incapable of reading what I wrote. Paragraph 2 pal.

rif.org

TankCrossing2296d ago

Skimmed it now. Some real nonsense. You're a waste if time.

Cloudgine have been bought to continue their work on on-demand cloud compute, bringing advanced physics to Unreal Engine 4. That's what their statement says anyways, but I'm sure Morganfell knows more, and isn't just blowing his fanboy trumpet as per usual form...

TheCommentator2296d ago

@ morganfell

I can see what you're saying, but at this point I still think you're making too many loosely based assumptions. They have demonstrated their tech, although not much, and everything in my OP to you still applies so I respectfully disagree.

Since we're both doing too much speculation at this point, I suppose that we'll just have to agree to disagree and continue this conversation when new information sheds some light on these unknowns.

morganfell2295d ago (Edited 2295d ago )

The public display of the tech shown by MS utilized a local host system on a closed network, not the internet. I have two systems running in my man cave and can do some relatively amazing things with them...locally. Not 24 people in a multiplayer game in real time with full blown physics calculations over a standard internet. Let that sink in for a second. The fact is they have never, ever demonstrated the tech with a live game that will be necessary to make the game function as claimed.

NOT ONE SINGLE TIME...EVER.

And let us be honest. MS doesn't have a sterling reputation for honesty concerning public demos as it is.

Think about that. They actually have not publicly demonstrated the actual capability required to fulfill their plan. They basically have two choices at this point. Release a title that performs nothing like they originally claimed or else wait and wait and wait until the tech matures to the point it is possible. Either way I am sure there are plenty of people that will throw themselves on a hand grenade for MS over this. They should be producing games, not promises.

TheCommentator2295d ago

Morganfell, you're right about the fact that MS has only demonstrated on a "local cloud". I didn't remember that detail (After all, it was how long ago? lol).
There is still a third choice though... the cloud assistance actually works but hasn't been shown yet.
There's a fourth choice too, which is it doesn't work well enough right now, and Epic will work to fix the engine so MS can patch Crackdown.

As I said, too many variables to know anything for sure, too many hypotheses to consider given the lack of information to go off of. At any rate, I apologize for forgetting how CD3 was demonstrated but thanks for clearing things up!

morganfell2295d ago (Edited 2295d ago )

"There is still a third choice though... the cloud assistance actually works but hasn't been shown yet."

It doesn't actually work until we have seen a million people online at the same time gaming and the servers are working properly interfacing with millions of Xboxes and PCs providing the physics calculations and rendering assistance to a local game. And because of this the company would not have departed. They have to be there for the testing and the inevitable patching. New games with far less complicated code need a patch. Do you believe some innovative tech will be so well implemented the responsible company can leave before even a public test?

This is the point I am trying to get people to understand. Lockheed Martin doesn't built a billion dollar stealth aircraft that has never flown in the manner intended, give it to the government, and take their money and leave until there is some sort of proper test flight and evaluation. There will be additional work to be done. Quite a bit.

Do you think Microsoft were able to actually test this game and its system with a sufficient number of people and on their server architecture, work out all the bugs, and no one knows about it?

"There's a fourth choice too, which is it doesn't work well enough right now, and Epic will work to fix the engine so MS can patch Crackdown."

If it doesn't work right now then this goes to what I said above. They will wait and wait until the tech matures. That is fine. I actually have no issue with that except the game is being leveraged for sales and people are being led to believe "Soon!" Operating on the premise you are correct, their moving to Epic is a signal that the game will not be ready for two or three years minimum. If it were a quick fix of a few months there would have been no need for them to move. Also it isn't enough for this to be just an engine add on. There is a lot of server architecture with which to deal as well. A great deal of back end work. Would Epic be handling that as well?

Even if that assumption had some basis in fact we are looking at years to get this game off the ground. They may wait. Or they may just end up releasing a 2018 version of Red Faction. It is more than likely the tech as envisioned by MS simply will not work right now and MS has needed to cut costs. The game will either be shelved or released with locally calculated physics implementations.

Cloudgine has to continue generating a revenue stream and Epic bought them, and brought them on board to possibly integrate some features into UE4/UE5 or even to work with them on non-offloaded physics implementations. In order for any cloud based physics rendering to function it would have to be as streamlined as possible and this could pay off in huge ways if implemented at the local level.

EDIT: Another thing to consider. If Cloudgine just successfully created the first ever such implementation of this tech, would you really just sell yourself to Epic before it is even released? If it works it could revolutionize gaming. Why not wait until it is implemented and your company is worth 10 times as much. It actually sounds like Epic, who isn't the richest company around right now, bought them to get some of their tech because what they initially wanted to do has proven unfeasible.

+ Show (6) more repliesLast reply 2295d ago
rlow12296d ago

Power of the cloud is there but the delivery speeds arent. If the speeds were fast enough then MS, Sony would just release a cheap box to stream the games and upgrade thier equipment. With net neutrality pretty much dead, it'll be interesting to see what happens with Internet speeds.

nitus102296d ago

The power of the cloud was viable in the 1980's but you are quite right the delivery speeds for the vast majority of customers is still not viable.

For the US net neutrality is effectively dead and what is even more galling to the US consumer is the fact that the people who did this are insultingly laughing at you. If you can vote, take an interest (not a rabid one) in politics and definitely take this into consideration.

Remember in a democratic country you get the government the people vote for. By not voting you have effectively lost your right to criticize.

MrVux0002296d ago (Edited 2296d ago )

Even tho streaming(via cloud) is the inevitable future for gaming, it is still too early for it to become mainstream.

1nsomniac2296d ago

This whole Cloud talk by Microsoft was so ridiculous from the get go. I'm glad it was only the minority of idiots that fell for it. But wow you really did have to wonder just how low you could go with these people.

Show all comments (39)
220°

Xbox One X And Xbox One Cross Compatability Will Definitely Result Into Compromises: Ex-Lionhead Dev

Which makes complete sense, from a development perspective.

Read Full Story >>
gamingbolt.com
lxeasy2299d ago (Edited 2299d ago )

“If you spend engineering time on two platforms rather than one then there will always be compromises. This has been the same since the dawn of computer games.”

We know this already lol

DJStotty2298d ago

so multiplatform developers creating a game for 5-6 different platforms must launch shocking games by that theory?

Godmars2902298d ago

And yet some have only asked, demanded, that all games be available on all systems.

XiNatsuDragnel2299d ago

We knew weakness and dispairty already

Lon3wolf2299d ago

Exactly, any mid gen upgrade produces it, it really isn't a shock or a revelation.

ElementX2299d ago

They can make a beautiful game for the X and "uglify" it for the One to increase performance.

FyBy2298d ago

Thats true only if its scalable down. If you make engine, which will be so so runnable on xox cpu, you will have hard times optimize it for xo. In the end you can have much much more ugly and much less functional game with much less quality on xo. But I think its simply more like pc development. And you have advantage, that you can target few configs - ps4, pro, xo, xox and you are done. On PC you have to cover lot of config combinations (2core slow cpu, old gpu -> 8core fast cpu, highend gpu and of course with combinations AMD/Nvidia/intel). If there is simply console game maker, it can be harder now to optimize to twice as much devices.

Key is to make scalable engine for all. And that is always compromise. Thats the reason first party exclusives look in most cases gorgeous even on weaker hardware than is mid pc machine.

ElementX2298d ago

I meant my comment as more of a joke. Developers can utilize a number of things to improve performance. I don't think any developer would make a game ugly on the base hardware.

rainslacker2298d ago

Core game play is likely to stay the same either way. The graphics are generally the only thing that is scaled, because that's about the only significant change in power between the stock and the mid-gen. That core game play is going to be designed around the lowest common denominator. Same way it's been since cross gen ports were a thing, same way it's been on PC with the minimum system requirements for decades now. Mid-gen consoles aren't going to change this aspect of game design, particularly since they are not the place where most of the market exists for games to begin with.

Xenophon_York2299d ago

It"s a five year old generation console—yeah, rationally undeniably over-priced.

Glad headlines are calling out the XBOX One X as being restrained by the XBOX One.

WilliamSheridan2299d ago

How come they didn't call out the Pro as being restrained by the PS4?

Aenea2298d ago

@William

They did, you just didn't notice or care enough to click on the articles and forgot...

rainslacker2298d ago (Edited 2298d ago )

@Will

They did. Somehow, MS didn't get this same recognition that Sony actually admitted to when discussing their new system.

MS has been blowing sunshine and rainbows up the media's a** since they announced the X1X, and gone on to obfuscate exactly what the development process would be and mean for the end product since they first announced the X1X. The media perpetuated this idiocy, and the fan boys lapped it up, all while many Sony fans said it would just mean that all we were really getting was better graphics, and occasionally better frame rates. Same thing that you get on the X1X.

You can't claim you didn't notice this stuff with PS4, because I recall discussing this aspect of how it was going to be an issue with you when it was about PS4. I know for a fact that I've talked about it with the X1X vs X1 on multiple occassions as I called you out on claims that the X1X was easily scalable so it wouldn't be an issue at all. In fact, I even think you've referred to how it was so different than the PS4 because of MS BS marketing of what the X1X would actually deliver in terms of improvements.

jlove4life2299d ago

@will Sheridan easy because ps4pro was presented as an ps4 with more power a mid gen upgrade if u will no pun intended but xboxone x world most powerful console true 4k games just work to me was an undercover way to start next gen early so it was no need to say ps4 hinders the pro it's literally two ps4's combined

chiefJohn1172298d ago (Edited 2298d ago )

Ms repeat it over and over "it's not next gen" it's a more powerful Xbox one. Wtf will y'all not accept that? It does 4k and it's the most powerful console. Them advertising that means to next gen? Just stop.

Gazondaily2298d ago

No. Theres no undercover conspiracy. The Xbox One X is a mid gen console and is the most powerful console on the planet.

Aenea2298d ago (Edited 2298d ago )

... as was the PS4 Pro before it, and the PS4 before that, etc., etc.

Always find it funny when people have to tell themselves and others that it's the fastest console ever made, or on the planet, as if that is something new! Don't get that behaviour. You like/love it? Then you don't have to regret it or think of silly things to say to make you feel good about your purchase!

Gazondaily2298d ago

"Always find it funny when people have to tell themselves and others that it's the fastest console ever made, or on the planet, "

If you actually scrolled up you'd see jlovelife said:

"but xboxone x world most powerful console true 4k games just work to me was an undercover way..."

I also find it funny that people can't stomach those facts that they have to state things like:

"... as was the PS4 Pro before it, and the PS4 before that, etc., etc. "

"Then you don't have to regret it or think of silly things to say to make you feel good about your purchase!"

Funny thing Is, I have a Pro not a X. Not yet . Sounds like you're the one with regrets though. In fact, it's painfully obvious

Cyborgg2298d ago

"Funny thing Is, I have a Pro not a X. Not yet . Sounds like you're the one with regrets though. In fact, it's painfully obvious"

He regrets what?? That Xbox don't have enough great exclusives? Or that Microsoft hasn't invest in first party studios over a decade? It's painfully obvious that you're in denial. It's okay to defend Microsoft but you can't deny the facts.

Aenea2298d ago

"I also find it funny that people can't stomach those facts that they have to state things like:"

But every time a new console gets introduced it's more than likely to be the "most powerful console ever made". It's a nonsensical statement. Factual yes, but completely silly to keep repeating it!

It's hilarious that people who can't win in a discussion always have to resort to "nah uh, you are the one regretting it, not me, nah uh!", makes you look like a 5 year old...

Dragonscale2298d ago

@septic, PS4 and Pro were the most powerful consoles for the last 4 years. Didn't matter then did it. It was games not resolutions from you lot. Now its resolutions not games. Flip flop lol.

Gazondaily2298d ago

@Aenea

"It's hilarious that people who can't win in a discussion always have to resort to "nah uh, you are the one regretting it, not me, nah uh!", makes you look like a 5 year old."

Who are you fooling? What discussion have you 'won'? What do you think you were doing when you commented here saying:

"Always find it funny when people have to tell themselves and others that it's the fastest console ever made,"

You hyprocite- regularly out-smarted yet you cant recognise when you get clapped in arguments.

"or think of silly things to say to make you feel good about your purchase!"

Think of silly things, like stating facts? Its obvious it causes you no end of consternation with the 1X being more powerful that the mere mention of that fact sets you off.

"makes you look like a 5 year old..." Blind to your own behaviour.

@dragonscale

" Didn't matter then did it."

It did matter- and I said so and I can prove it. If I show it to you will you be quiet and acknowledge that?

Alucard_4202298d ago

Septic you are like a kid that always have to have the last word, sometimes being the bigger man is not saying anything at all but you wouldn't be capable of doing something like that.

+ Show (4) more repliesLast reply 2298d ago
Show all comments (31)
540°

Ex Lionhead Dev: Microsoft Made An Interesting Choice For Fable 4; Not Studio Gobo's Electric Square

Former Lionhead developer Don Williamson apparently figured out which studio is building Fable 4 and he commented that it's an "interesting choice" by Microsoft. He also said no studio based in Brighton could take on such a massive task, which would rule out Electric Square and point to Playground Games.

Read Full Story >>
wccftech.com
Abash2318d ago

"He also said no studio based in Brighton could take on such a massive task"

We have no idea how Fable 4 will be. If State of Decay 2 and Crackdown 3 are any indication, its possible it could look like a more cleaned-up version of the 360 games to save on the budget. I just can't imagine MS building a truly ambitious Fable 4 at this point unless its a next gen Xbox game

Alexious2318d ago

If it is that Playground Games project, it's been described as "large scale" and at an early stage, which could mean a release in 2020 as a launch title (possibly cross-platform like Breath of the Wild?).

Kumakai2318d ago

Playground games knows how to make a good looking game. Horizon games are some of the prettiest out there. And if the game is massive, that hardly speaks to a low budget game.

Gazondaily2318d ago

"I just can't imagine MS building a truly ambitious Fable 4 at this point unless its a next gen Xbox game"

Guess we'll have to wait and see. Seems way too premature to state that the game is made on a budget.

chiefJohn1172318d ago (Edited 2318d ago )

I'm actually hoping it looks like fable 2 with better animations and detail. The only way I can see such a massive task is if it has a MP portion that's really demanding.

Mr Pumblechook2318d ago

@Septic Surely they can use the engine for Fable Legends? The beta showed it works and 'all' Microsoft need to do is build a single-player campaign. If they started after Legends was canceled that means 2.5 years of development - enough time to be ready for Christmas 2018!

rainslacker2318d ago

Didn't PG say they were working on a new IP though? I can't remember if it was rumored or they specifically said it was an open world RPG, but I do remember something about it being a new IP.

This was with their newly opened 2nd studio as I recall. Their first studio is still thought to be working on FH.

Maybe my memory is fuzzy here, because I know a lot of stuff was going around in the rumor mill about them at the time, coupled with a lot of discussion on if they'd stay exclusive to Xbox, which was exacerbated by them saying they weren't prohibited by going multi-plat.

For the sake of discussion, if PG is still working on FH, then their 2nd studio just recently opening, then I can't imagine Fable 4 would come anytime soon. OTOH, if PG isn't doing FH, then that means they're working on 2 concurrent open world RPGs. That seems like a very unlikely scenario.

+ Show (3) more repliesLast reply 2318d ago
Imp0ssibl32318d ago

This sounds good but also far. Could it be a launch game for the next Xbox?!?

Cyborgg2318d ago

I was thinking the same thing

gangsta_red2318d ago

Doubt it, there hasn't been any rumors to suggest a new Xbox anytime soon.

2318d ago
gangsta_red2318d ago

They just released the Xbox X, I doubt a new console is coming this soon in the same way I doubt a PS5 release anytime soon.

And we don't know if this game is in the early stages, for all we know this game could have been given to a studio the minute Fable Legends was cancelled.

Remember before last E 3 that rumors of Playground and Electric Square were developing games for Xbox.

I think it's safe to assume that these games have already been in development for a good period of time.

sinspirit2317d ago

@ImGumbyDammit

Sony said they were working on PS4 as soon as PS3 released. They never stopped designing and throwing things on a board as they went along. Not that they would already begin prototyping or anything expensive. But, products like these are always on the drawing board. They already said they're working on PS5. Even if they didn't say they were, it's common sense that they are. They just aren't gallivanting around trying to make more headlines to attract attention. You don't need them to say it. "only that Microsoft itself admitted they are working on one".

PhantomS422318d ago

Quite possibly. It would be more than welcome, Fable has been gone for far too long.

Zeref2318d ago

I guarantee its gonna be at E3. They've probably been working on this for some time now, if its that far off it wouldn't have leaked already. The fact that it leaked means that it must be close.

Krysis2318d ago

The one x seems like it will hole for years or so where it will become the base model and a new upgrade will be available.

shiva12317d ago

Xbox one x isn't even available in all countries where Xbox one or Xbox one s are available. First they need to make Xbox one x available in all of MS marketing countries. In the mean time they can do all the prototypes for their next launch and start the hype though.

+ Show (3) more repliesLast reply 2317d ago
ChristMustDie2318d ago

This is good to know. To be fair to those developers listed, wouldn't you prefer if Fable 4 was made by a premium developer?

Razzer2318d ago

Really hope Playground is the dev taking over Fable. Think they would do an awesome job.

mcstorm2318d ago

I agree. For me horizon has set the bar for arcade/open world racing games and putting them in charge of fable could be an amazing move by Microsoft.

Razzer2318d ago

Agree. They have done wonders with the Forza Horizon franchise. FH3 is my favorite racing game. And a great open world game as well. Definitely think they have what it takes to make Fable great again.

Eidolon2318d ago

Great looking OW racing games and quality. And look at Guerilla Game taking on the OW TP RPG coming from linear first person shooters, let's just hope it turns out that good for them.

Eidolon2318d ago (Edited 2318d ago )

They had said they were working on an non-racing open world game, then later it's a RPG. So, seems likely it's them.

rainslacker2318d ago

But it was also rumored, or stated(I can't remember which), that their open world RPG was a new IP. That would exclude Fable if they're still working on FH, and it's highly unlikely they'd be working on two concurrent open world RPG's.

LavaLampGoo2318d ago

Now he just have to see what Table is like without a wishful thinker and possibly accidental liar at the wheel

Show all comments (63)