(27-10-2013 18:39)Alfamanoso link escribió:Descargar 50 gb en un disco duro de 500? En serio?
Claro, ahora es lo más normal del mundo que puedas descargar 50G en un tiempo racional y que uses un 10% de la capacidad del┬á disco duro que tienes instalado. A eso voy, que las cosas que ves hoy, hace unos años eran innimaginables. Yo recuerdo mucho┬á cuando salió la primera Xbox y a todo el mundo le pareció innecesario que tuviera un disco duro instalado de tan enormes proporciones (2.5G). Mismo caso cuando Sony introdujo el CD... Hasta la propia Nintendo se les rió en la cara.
(27-10-2013 18:39)Alfamanoso link escribió:No, lo de los servidores y la nube va mas bien encaminado a servicios ligeros y de almacenamiento como se ha estado haciendo en pc y moviles y tabletas.
En todo caso con juegos de peso propio de un smartphone.
También, pero que se use la nube para gestionar recuersos que no son solo de partidas guardadas es una relidad tangente. Yo vivo de eso. De hecho:
http://www.eurogamer.net/articles/digita...-interview
Digital Foundry: So what are you actually doing with the cloud? It's more than just a dedicated server, right?
Drew McCoy: Right, so all the AI is server-side, the physics... Well, some of the physics are still client-side.
Digital Foundry: With the speed of the action, you can't wait 100ms to see something play out. So there's still an element of client-side prediction?
Drew McCoy: Oh yeah, you have to. Even running a listen server - you know, playing on a server you're running - on any game there's still latency between the server and the client and without prediction there's still a weird feeling of disconnect. Prediction exists no matter what.
Digital Foundry: What advantage do dedicated servers have for latency? In P2P, there's one hop from each player to the other. In a dedicated server, there's one hop from the player to the server, then another from there to all the other players. Is it actually faster?
Drew McCoy: Well, absolutely. It's going to be a more consistent experience. On a client-hosted game you have one person who has zero lag. Everyone else depends on their route to him. If he's in North Dakota, everyone's going to North Dakota.
Digital Foundry: Client-hosted - that's the current-gen Call of Duty model, right? Using a listen server with weightings for each player according to lag. So now you're fully dedicated.
Drew McCoy: Yes. It's fairer. It's faster. It reduces headaches with parties and matchmaking, you don't need to worry about NAT traversals, host migrations. It frees up quite a bit of CPU time. On a client-hosted game anyone can be the server so you can't assume we have all CPU and memory resources available for the client. So you have to say, OK we'll set aside whatever it is - one, 10, 15% of CPU time - in case they are the server. Now we know that the client won't be running the server at all, so we have all available resources.
Digital Foundry: Physics - what is tracked server-side and client-side?
Drew McCoy: There are various types. I think ragdolls are client-side as they don't have any impact on gameplay. If it has an impact on gameplay we'll want it to be server coordinated. If it's not, like shooting a Titan with a rocket and pieces of him fall off, we'll run it client-side.
http://kotaku.com/xbox-ones-free-dedicat...1446495827
The potential impact of cloud computing and dedicated servers on Xbox One games became more clear when the creators of the EA-backed, Respawn-developed Titanfall began talking in June about the benefits they were getting from Microsoft's tech: P
"ThatÔÇÖs a 7 on 7 game but it felt huge because thereÔÇÖs [extra] AI [soldiers] in there that brings the world to life," Respawn boss Vince Zampella says, referring to the Titanfall bout I'd just seen.
The AI for the grunts is designed to run off of Microsoft's cloud servers, a service that the Xbox One maker is offering to all game creators on the new console. ...
With Zampella there, I sense I can get some answers on whether this cloud stuff is really just hype. I mention I'd seen plenty of games that don't use the cloud rendering tons of characters on screen, though maybe not in multiplayer. "ItÔÇÖs better to do it on the cloud," Zampella said. "ItÔÇÖs more secure. ItÔÇÖs a better experience. It also lets us focus on the experience weÔÇÖre giving to you, the rendering experience, all that power. The more we can offload the better, because then we can do more locally on your box." In other words, if they calculate the grunt AI remotely, the Xbox One can spend more processing on graphics.
It's not just that.
The cloud servers, Zampalla said, are "dedicated servers so thereÔÇÖs no host advantage. The game spins up fast." No host system has to be bogged down with that grunt AI. "When thatÔÇÖs handled on the cloud, now itÔÇÖs the same experience, itÔÇÖs not lagging for you. If IÔÇÖm the host, and IÔÇÖm calculating AI on my box or if weÔÇÖre both calculating AI on our boxes and we have different things..." That wouldn't be good. The cloud helps. To Titanfall's busy multiplayer design, perhaps it's essential.