Crackdown 3’s Cloud Based Destruction Enhancement Detailed, Was Extremely Challenging To Achieve

No prizes for guessing: It was damn hard to achieve cloud assisted destruction in Crackdown 3.

Posted By | On 21st, Oct. 2015

crackdown_3_gamescom_2015_1

The cloud technology that is powering the multiplayer mode in Crackdown 3 is surely impressive, and may some day be the future of gaming- but as effortless as it makes everything seem, it’s actually fairly hard to achieve on the backend. Just how hard? Pretty damn hard, since the entire paradigm for computing has shifted.

In an exclusive interview with GamingBolt, Maurizio Sciglio, the CEO of Cloudgine, the company that is providing the cloud tech powering Crackdown, explained just how the process works.

“Traditionally, games are held back by the amount of compute power available on the host device. This means that important and computationally-intensive components — such as physics, animation, AI or even graphics — are constrained to fit within a limited resource budget,” he said.“Our platform, however, effectively removes this limitation and seamlessly provides additional compute power as needed, by tapping the resources from a cloud computing infrastructure such as Microsoft Cloud. Crackdown 3’s Gamescom demo shows this model applied to physics in action. Or perhaps I should say, “in destruction,”” he added, laughing.

But Sciglio is aware of the limitations of this technology, particularly in a real world context, especially given that the scale and ambition of the cloud processing in Crackdown is far beyond anything attempted before- including previous Xbox One games like Forza and TItanfall.

“With Crackdown 3, we focused on the hardest problem first: the distribution of a very complex physics simulation,” Sciglio said.“Physics distribution comes with a long list of challenges: How to split the cost of a single physics simulation across multiple servers? How to minimize the inevitable latency introduced by the distribution? How to scale the system to use compute power on demand? And more importantly — once we solved the problem of simulating a huge number of physical objects in our cloud platform, how to send their state to an Xbox One through a reasonably low bandwidth (2Mbps – 4Mbps) internet connection?”

How, indeed. Something tells me they found an answer to that problem- they had to have, or the project would not have proceeded. As to what their answer is- well, I hope to find that out once the game launches.


Amazing Articles You Might Want To Check Out!

Share Your Thoughts Below  (Always follow our comments policy!)



Keep On Reading!

Fallout Season 2 Officially Greenlit by Amazon

Fallout Season 2 Officially Greenlit by Amazon

The Amazon Prime premiered in full last week and has been met with widespread acclaim by critics and audiences...

Star Wars Outlaws Features Playable Sabacc

Star Wars Outlaws Features Playable Sabacc

The iconic in-universe card game will be fully playable in Star Wars Outlaws, the open world game's ESRB listi...

No Rest for the Wicked Early Access Playthrough is 15-25 Hours Long on Average

No Rest for the Wicked Early Access Playthrough is 15-25 Hours Long on Average

However, with endgame content and repeated playthrough, you can play the game for much longer, according to Mo...

Darkest Dungeon 2 Launches for PS5 and PS4 on July 15

Darkest Dungeon 2 Launches for PS5 and PS4 on July 15

Red Hook Studios' roguelike RPG is coming to PlayStation. It will retail for $39.99, with pre-orders open now....

Kingdom Come: Deliverance 2 Features a Reputation System, Kuttenberg Detailed

Kingdom Come: Deliverance 2 Features a Reputation System, Kuttenberg Detailed

The silver mining city was Warhorse's "biggest challenge", featuring a "wide range of ethnicities and differen...

Kingdom Come: Deliverance 2 is “Twice the Size” of the Original With Two Maps, Says Developer

Kingdom Come: Deliverance 2 is “Twice the Size” of the Original With Two Maps, Says Developer

Warhorse's Tobias Stolz-Zwilling also confirmed more quests, cutscenes and random encounters than the first ga...