a5cent
New member
Ok, definitely understand it might not be ideal for Forza, but the development costs are not as much as you are making them out to be, and something like this could be used for so many games. It would be easy to sell or license the code to other game makers to make up for any costs and even turn a profit.
Keep in mind that I'm talking about "right now" and "Forza 5" only. Something like this will likely find its way into Havoc at some point. But right now, the Forza 5 team would need to do it themselves and those initial development costs certainly are high. They would get much more bang for their buck investing that money somewhere else.
As for an idea more relevant, how about the dynamic damage? There are a lot of areas for dynamic damage, and one area I could see being offloaded to the cloud is the change in aerodynamics.
Absolutely! It is in areas like this where I see the most applicability. Notice how it is neither weather (which was the original question) nor graphics related? :wink:
I'm not sure how much a realistic simulation of drag (air resistance) would actually improve racing gameplay, but at least it is an option.
I can't shake this feeling however, that you and others think I'm trying to discredit this technology in general. I'm not. I'm sure the cloud will be used to host multiplayer races, so Forza 5 definitely has a good use for cloud computing. I just don't see many meaningful uses for the more experimental things we're talking about here, specifically for Forza 5 and specifically at this time.
However, just because this experimental technology isn't universally applicable, doesn't make it a bad idea. I never said it was. To sum up. My main two points are these:
- This technology doesn't apply to rendering (anything typically processed by the GPU)
- Most games can make use of the cloud, but not every game is equally well suited to making use of the more experimental things being discussed here.
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