
Adam from Awesome Games writes: 'If there’s one thing I thought I’d never utter in my life, it was this: “I bloody hate clouds.” Not the inanimate fluffy visible masses that float across the sky, but the computing equivalent of the cloud. I can’t escape them; they’re everywhere; and they’re beginning to interfere with my favourite pastime.'

Ubisoft Scaler promises to help create brand new types of games
*rolls eyes*
This marketing speak is running thin. Cloud or no, that game world isn't going to look any different than what we can already do. You're just increasing data usage, IMHO.
***make bigger and more complex game worlds than ever before, that can be updated in real time and be populated by a giant number of players, creating new social experiences.***
Pipe dreams on creativity that won't go anywhere we haven't seen because we all know how many of those social experiences will involve phallic or patented creations that will lead straight to limiting creativity to prevent it. Let alone most creations will just be things Ubisoft will sell you and not what you create with them. And we already have games that allow hundreds of people in worlds where they can build and create within limited capacities. It's standard in most 3D survival games now.
«Power of the Cloud» marketing fluff is back, huh?
I'm afraid of this, though - «The game is always running and it’s always possible to update pieces of that game». Judging by Ubisoft quality standarts, when you visit "updated area", all you'll see is «Loading new terrain, 0kb / 5gb». And it also might lead to some areas being marked as "currently in development" on release. Don't see any positive things from this tech yet. You already have MMOs and updates-on-the-fly and that didn't cause any increase in quality or broke any new grounds.
Ah s**t here we go again Ubisoft worst pocket milkers in the game.
Nft = fail
Milking Tom Clancy = fail
Sequel after sequel = fail.
Let's see this bomb spectacularly
I wish Ubisoft would just return to making (SP) games instead of jumping on every new bandwagon (MT’s, GAAS, cloud, NFTs, etc etc)
Imagine growing up where your dream is to create fantastic new games for a new generation, you get hired by a big organisation like Ubisoft, and then the suits in charge decide that instead of having you create those great games, they’re far more interested in how many MT’s they can make you shove into whatever you’re making, and now they want to force you to work on cloud-based stuff, which means you’ll have to make creative concessions in terms of ambition, most users won’t be able to enjoy your creation in a flawless fluid manner (stuttering, pop-in, lag, etc), and instead of you creating your world once, as great as possible, instead it is destined to be altered and changed by whichever new developer they hire for that job right after you …

Sega’s Fog Gaming solution proposes turning arcades into data centers, reducing cloud lag to under 1ms.
In Japan..
They probably have servers so close to most houses that there is such short delay anyway.
Impossible unless you live close to the datacenter. Speed of light is the limit here.

EG:
Having expanded their line-up, service and tech, it seemed like a good time to get to know Playkey a little better so I caught up with Egor Gurjev.