Read the original interview and you get a clearer picture. I don't think Ryse is using the cloud at all.
I joke, dude, if I can do 10,000 AI, and I use the cloud to compute the processing power, then you bet your ass you're going to have a battle with 10,000 AI in it, because that's what we want to do.
If you have 10k+ AI...you then have to figure out how to render them on screen...so it sounds a bit hypothetical to me...
It doesn't make much sense for a game like Ryse, but would be cool for a games like GTA, Skyrim, Fallout, etc, where you aren't visually rendering all 10k+ plus ai's on screen at once but instead they all live, think and hence populate the world in a more realistic manner, and make the game feel more real and unpredictable when you arrive at different locations and see what's going on. So all 10k ai's live and do their thing but you only visually see the ones in your immediate vicinity. This type of thing was totally possible via cloud over high latency.
That is a good point. How many AIs are already in Skyrim or GTAV? Any idea?
Dan Greenawalt says Forza 5 could never be what it is without being built around the cloud since they began working on the game.
http://www.oxm.co.uk/65749/forza-5-...-ones-cloud/?cid=OTC-RSS&attr=OXM-General-RSS
It is true, a Forza game with cloud AI could not exist without said cloud.
"So, would [cloud AI] have been possible last generation? Sure. And last generation we could have done 1080p, 60fps. But we wouldn't have been able to do that and the physics we did in Forza 4. So Forza 4 was 720p and 60fps, with the physics we had. Now we're doing things in the physics that requires so much more computational power, we would have struggled to be 720p, 60fps."
Asked to clarify that Turn 10's ready access to the cloud has allowed it to spend more time improving Forza 5's resolution and physics, Greenawalt responded: "Right. And that's what's allowed us to, in three years, have a game that has innovation like Drivatar, looks beautiful as well as having the new things we're doing in physics, like the tyres and suspension."
Now we're doing things in the physics that requires so much more computational power, we would have struggled to be 720p, 60fps.
I would very much like to see a breakdown of how CPU time is broken down and where they are spending it.They're basically saying that their cloud AI implementation could not be done locally without impacting the rest of the game, either by robbing resources or requiring more dev effort because Microsoft's cloud infrastructure takes care of much of the foundation work.
No, he specifically said they're using cloud for physics.
I wish people would just read more before making frankly dumb comments, but then again this is the 'net.
If you don't connect online, then there are default/existing AI profiles that'll race you.
If you connect online, you download other real player's driving profiles as your AI opponents, and you upload your driving style too. I don't know where this AI profiling happens, one can assuming the analysis is done in the cloud after the racing lines are uploaded.
Depends on the types of simulations, one can either try to model the system, or your model the envelope. It's been a while and I don't know where the state of things are right now, assuming that you are trying to model the envelope, then the user can upload the car's config and have the cloud run a physics simulator and download the model.
1/2 frame lag on physics feedback is properly not going to be bad.