Recent content by JaggedSac

  1. J

    Digital Foundry Article Technical Discussion Archive [2014]

    Perhaps the game had some headroom at 900p? But not enough to get to 1080p. The 10% allowed it to reach the steady(or close to steady) 30fps.
  2. J

    The pros and cons of eDRAM/ESRAM in next-gen

    Ah, I see, thanks. That poster was just using "TV" as a strange catch all.
  3. J

    The pros and cons of eDRAM/ESRAM in next-gen

    Why is 8gb of RAM necessary for TV? Did I miss something?
  4. J

    News & Rumors: Xbox One (codename Durango)

    "Azure cloud enhancements for GPU simulation" This seems like the most interesting bit from that. Appears they are planning to include GPU resources in their Azure offerings in the future.
  5. J

    Microsoft's universal Windows app

    There are any number of applications that could prove useful. Plex, XBMC, VLC, Spotify are some of the most commonly asked for ones. It opens up 3rd parties to place their media streaming applications on there without MS getting too involved(they apparently will heavily curate this and...
  6. J

    Server based game augmentations. The transition to cloud. Really possible?

    That is a good reason why they could be a good fit for pushing out to the cloud. With more CPU time dedicated to them, more complex physics could be applied to them. A graceful degradation for disconnects or bandwidth changes. Not always latency sensitive.
  7. J

    Server based game augmentations. The transition to cloud. Really possible?

    What about some particle systems? Could the simulations of some of these systems be done in the cloud. They aren't always latency sensitive. Could easily scale with bandwidth(more bandwidth, more particles). The server could contain environment information so it could perform collision...
  8. J

    Server based game augmentations. The transition to cloud. Really possible?

    Correct. If it is handled client side, server is merely provided the data points necessary to perform the physics calcs to the client(explosion center coordinates, power, etc) and the engine is always guaranteed to always generate the same results based on that information. Mainly just curious...
  9. J

    Server based game augmentations. The transition to cloud. Really possible?

    How does the current Battlefield client-server model handle the destructible environments use case? Is the server not calculating the destruction? Can clients get out of sync with each other on what the building remains look like?
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