11/30/2022 0 Comments Crackdown 3 female![]() That 10 second description represents two year's worth of hardcore programming work. We then send that compressed stream to the client, then the client decompresses, and renders the information as graphics. hatever is happening on the server, across multiple cores of physics work, gets marshalled onto a game server, and then there's a whole other set of compute that gets applied to compressing that, using some very sophisticated compression. here is some magic happening on the client, so that it feels as responsive as possible. Anything literally local to you, that you collide with, needs to be predicted on the client. So that when you jump, there's not a round trip to the server and back. You also have the problem of, 'How do I get all of that data down to the client?'There is some local prediction that has to happen. #Crackdown 3 female how to#When you have thousands of fractured chunks all blowing up simultaneously, you don't just have a problem of how to spend enough server compute to simulate the physics. Still, getting Crackdown 3 into a position where it wouldn't overwhelm your data caps also represented some hard technological challenges. Those concerned that Crackdown 3 will need some kind of advanced internet service package or additional data bandwidth to run properly can rest assured that it works the same way any other multiplayer game would. Investment in data centers has solved that. #Crackdown 3 female install#We were worried about population density, from an Xbox install base perspective, so we had to think about transferring server control from one data center to another. There used to be regions where we just had unacceptable ping times. There are some problems that we would have had in the past, that we don't have anymore. Stone noted how Microsoft's on-going investments in datacenters and Azure hardware upgrades have helped mitigate some of the potential issues. We were told that Crackdown 3's Wrecking Zone can use anything up to and beyond 12 times the power of a base Xbox One X. The demo Stone was referring to was the above clip from Build 2014, which shows how physics calculations done over your internet connection can vastly increase the processing capability for what you see rendered on your home console. ![]() That when you're starting out, only a few cores are needed, and then as destruction scales up, depending on what's happening, we can dynamically throw more cores at the computation. Being able to dynamically scale the amount of servers we throw at the problem, so that we're not spending compute unnecessarily. Marshalling that data to the game server, and then from there to the client, that was a lot of hard work. The ability to distribute computation across multiple servers, and because objects can get thrown from one spot to another, seamlessly hand off ownership of every chunk from one server to another without dropping a frame. what if we did physics in the cloud?Two years of pure engineering work to. 'What if we actually made that real? What if we made a space where everything you shot at was destructible?' We knew we couldn't do that online if we limited ourselves to just the console client that you have in your living room. From him:Ĭollectively, a lot of people working on the vision for the game at that time had made this bet - something that's always been true of Crackdown: you're this badass guy or woman, this character who can just light shit up. Stone gave us some further insight into how the tech works, and a glimpse at the depths of complexity Microsoft's team had to deal with in order to get these features to work. ![]() Microsoft encountered a range of unforeseen technical challenges as a result of that vision. ![]()
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