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

Discussion in 'Console Technology' started by Shifty Geezer, May 22, 2013.

  1. Lalaland

    Regular

    Joined:
    Feb 24, 2013
    Messages:
    864
    Likes Received:
    693
    A pair of tweets from Videogamer.com journalist David Scammel on Crackdown 3. It seems that they've gone for the remote hosted session approach with a client much as in non P2P FPS games or MMOs but with responsive physics as opposed to canned animations (as in BF4's 'level-ution'). I've not seen any firm articles as to whether there is any cloud compute involved in single player at all. The mention of a wholly separate map for online co-op suggests it is a very different thing to the main campaign map, whether this means it's different in size and scope or just layout is something I hope we get some more detail on but I wouldn't be surprised if they don't address that at this stage of dev.

    So itt's not cloud in the way I imagined it when I first heard of the concept (essentially a remote co-processing resource) rather it's a whole game instance you connect to, still I look forward to them revealing how they're handling the transmission of all that data.

    EDIT: Further tweets

    David Scammel also clarified his earlier tweets referred to 'co-op' when he meant to say 'multiplayer'.

    Further EDIT:

    http://www.videogamer.com/xboxone/c..._bandwidth_of_a_regular_multiplayer_game.html

    So 2-4 Mbits of b/w for multi, given that the simulation is all happening server side I'm going to guess this is d/l bandwidth rather than upload given that the normal amounts of data are all that need to be passed (ie player velocity/location, weapon projectiles, etc) rather than the more complex data sets if it were some kind of cloud hybrid compute. Still it will be interesting to see if they can combat lag/warp in debris physics although it would be kind of cool to see a collapsing building do a Zack Snyder-esque fast-slow-fast motion effect :)

    Edit 3 this time it's personal:

    http://arstechnica.com/gaming/2015/...-the-cloud-to-make-whole-cities-destructible/

    So Ars Technica got an interview too and they saw an interesting overlay that showed which servers are simulating which bits of debris and spoke to the dynamic scaling they have that allows them to spin up extra servers to support a game instance if the load gets too great.

     
    #1341 Lalaland, Aug 6, 2015
    Last edited: Aug 6, 2015
    zupallinere likes this.
  2. Metal_Spirit

    Regular

    Joined:
    Jan 3, 2007
    Messages:
    632
    Likes Received:
    397
    Does this game uses any GPGPU at all?
    Ubisoft once made some cloth physics testing and the GPGPU results on PS4 were 16 times superior to the CPU.
    This leaves me wondering if, with the proper coding, the GPGPU could replace the cloud (maybe not for 20x CPU, but with less players average seems to be 9x the Xbox CPU) .
     
  3. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,834
    Likes Received:
    18,634
    Location:
    The North
    I guess with this statement, you should first ask why they went with CPU clusters, pros and cons, and then look at GPGPU (or async compute) and see what those pros and cons are. And then think about the game playing in real time, with multiple players.
     
  4. Metal_Spirit

    Regular

    Joined:
    Jan 3, 2007
    Messages:
    632
    Likes Received:
    397
    Actually i was thinking about the offline mode with limited physics destruction, and if he could replace the Cloud calculations with the GPGPU!
     
  5. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,680
    This is all shown in the video linked previously. The buildings are colour coded.
     
    Lalaland likes this.
  6. Scott_Arm

    Legend

    Joined:
    Jun 16, 2004
    Messages:
    15,134
    Likes Received:
    7,680
    There's been no mention whether the local and cloud resources they're comparing are CPU or GPU. They've just said, "processing power."
     
  7. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,834
    Likes Received:
    18,634
    Location:
    The North
    It's certainly a possibility, but there's very little information on the topic of what happens in offline mode, or at least, I haven't been made aware of more developments in that area. And as Scott Arm says, 'processing power'. It's not quite specific as to what it is, my assumption is that it's CPU based (on Azure) as I don't believe they run GPU clusters for processing. For local processing, we could look at Scream Ride as a possible example of what type of power is available.

    Though from what I've heard, it suffers horribly in the frame rate department.
     
  8. Renegade_43

    Newcomer

    Joined:
    Jul 23, 2005
    Messages:
    36
    Likes Received:
    10
    It is CPU. They are comparing a multiple of whatever percentage of CPU time they are dedicating to physics when using the Xbox alone. So the 20 times multiple is based on some unknown percentage of the Xbox cpu. Watching the videos you can get a pretty significant amount of destruction before the first server spins up. I just have no idea what percentage that would be.
     
  9. Alucardx23

    Regular

    Joined:
    Oct 7, 2009
    Messages:
    549
    Likes Received:
    81
    I think is relevant to post this video again for reference on how this technology helps to maintain the framerate during high destruction.

     
    #1349 Alucardx23, Aug 7, 2015
    Last edited: Aug 7, 2015
  10. turkey

    Veteran

    Joined:
    Oct 21, 2014
    Messages:
    1,112
    Likes Received:
    883
    Location:
    London
    He also mentions memory usage a lot. The local gpu will not add more memory.
     
  11. Rurouni

    Veteran

    Joined:
    Sep 30, 2008
    Messages:
    1,101
    Likes Received:
    432
    I haven't observe all the video closely, but is there an example where someone shoot point blank at a destructible object?
    Edit: I mean for Crackdown 3
     
  12. Metal_Spirit

    Regular

    Joined:
    Jan 3, 2007
    Messages:
    632
    Likes Received:
    397
    This is how I see it too.
     
  13. turkey

    Veteran

    Joined:
    Oct 21, 2014
    Messages:
    1,112
    Likes Received:
    883
    Location:
    London
    Interestingly during the tech demo with them showing the different cloud servers ramping up he states the max they have seen is 13....
     
  14. Metal_Spirit

    Regular

    Joined:
    Jan 3, 2007
    Messages:
    632
    Likes Received:
    397
    If you see the video at minute 4:46 is it explained that there is an icon on the top left that represents the compute power that usually is used on the Xbox One for Physics. All other references are based on that power, so yes. X is not the Xbox full power, but the percentage allocated to physics.
    23x the power of the Xbox is 13x the compute power usually alocated to Physics os the Xbox, not 13 times the full power of the Xbox.
     
  15. Alucardx23

    Regular

    Joined:
    Oct 7, 2009
    Messages:
    549
    Likes Received:
    81
    Great to see something happening. Crackdown 3 is next in line.

    "just about everyone remarks on the graphics and physics of the titular Sea, but very few people even question where the physics calculations are run. Hint: The waves are shared with other players, and your Xbox isn’t responsible for any of them."

    http://www.gameondaily.com/avast-ye-microsoft-finally-showing-power-cloud/
     
  16. iroboto

    iroboto Daft Funk
    Legend Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    14,834
    Likes Received:
    18,634
    Location:
    The North
    the comments in that article.. i lolled
    wow.
     
    BRiT likes this.
  17. Nesh

    Nesh Double Agent
    Legend

    Joined:
    Oct 2, 2005
    Messages:
    14,000
    Likes Received:
    3,720
    So is the water indeed calculated "on the Cloud"?
    I am pretty sure aging can be implemented numerous ways. Even without the cloud, locally.
     
  18. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,106
    Likes Received:
    16,898
    Location:
    Under my bridge
    Is it any more than was already happening? This is using the game server aspect to do local computations, which is what online game servers do anyway. It's no different to having an online shooter with destructible physics and having the server pass the results on, for example. So is something finally happening, or has it been happening in online games for that past 5 years to various degrees?

    It's probably time to forget the XBox Cloud story and just look at online gaming and server augmentations independently of that.

    The one game I know doing obvious server-side game stuff beyond the basics of gameplay are Battlefront. Found this vid which seems to show a good recap of the tech in these games, though haven't watched it properly.



    Appreciating that server-side game computation isn't unique, we can look at what is unique, so in the case of Crackdown, what methods are they using to pack the physics data, and for SoT, what data is passed for the waves and how is that resolved? For that one, you'd really want to see two player's streams at the same location to compare waves. That's also important to understand what aspects of the rendering at local and what are cloud based - I presume they're just getting height-field/water-state updates and the tessellation and shading is local.
     
    #1358 Shifty Geezer, Mar 5, 2018
    Last edited: Mar 5, 2018
  19. Michellstar

    Regular

    Joined:
    Mar 5, 2013
    Messages:
    662
    Likes Received:
    380
    Was it posted here that Epic bought cloudengine back in january??
     
  20. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,106
    Likes Received:
    16,898
    Location:
    Under my bridge
    Nope.
    https://gameplaying.info/epic-games-acquired-the-cloud-engine-of-destruction-used-in-crackdown-3/
    So MS sold their R&D engine to Epic. I guess the logic there is that they'd prefer everyone to be using their cloud and paying those fees, which is better facilitated by the engine being multiplat, independent rather than an MS exclusive feature.
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...