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Assassins Creed Unity Resolution And Frame Rate Issues Could Be Solved With The Cloud

MegaJon writes "Microsoft has been parading around the internet and recent trade shows with its idea to use servers to crunch numbers in games. The power of the cloud has quickly become a way to mock and laugh at Microsoft and their cloud service, but are they actually on to something here? If the true limiting factor in Assassins Creed is the AI being too overwhelming for the CPU in either console to handle, would 1080p and 60fps be attainable if the CPUs load be lightened some by a server?"

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gamingjudgement.com
Eonjay4234d ago

There is actually an even easier method which isn't dependent on connection and that is to use the GPU compute abilities built into each console.

mhunterjr4234d ago

How does that deal with the CPU bottleneck?

Volkama4233d ago (Edited 4233d ago )

If you could offload any CPU processes (AI in this case) then you'd free up resource, whether offloading to GPU compute or cloud.

How suited the GPU compute is to the task I don't know. I'm going to take a wild guess and say it isn't that simple, as there is no reason for Ubisoft not to utilise it if they could (unlike cloud compute. That would make the game require a connection to play, and disturb feature parity in the core design of the game).

aerisbueller4233d ago (Edited 4233d ago )

@volkama, the art of coaxing GPUs to do CPU work is still relatively young and lacking in abundant qualified devs in the pool (not people who can just program gpu's, but people who are awesome at it). This is similar to procedurally creating assets, where after spore, you'd think there'd be tons of games using procedural aspects, but there's been barely any. That's why these techniques have been around so long, and there's barely any games that use them. I mean, you can find tons of fluid dynamics libraries online, but the only gpu accelerated one on the market I know about is physx. We only finally saw gpu accelerated havok like a year ago for the first time, and havok has been around forever, letting physx soak up all the gpu accelerated spotlight. if it was something you could pay any old programmer to port it over to, it would have been done a long time ago.

ABizzel14233d ago (Edited 4233d ago )

OT: The Cloud could potentially fix the CPU bottleneck, but until we see real world examples of the Cloud and the demands it takes for internet bandwidth (which is the greatest limiting factor of the Cloud, since they can't make games with high demands since it alienates the majority of the world's gaming market) the cloud cannot be a reliable alternative.

@mhunterjr & Ubisoft

I'd really like to see multiple situations where a CPU bottleneck forces developers to reduce resolution which is a GPU bound bottleneck.

An RTS is the best demonstration for this. RTS are generally CPU bound games, and when a game is CPU bound the fps drops on weaker CPUs since it can't process the data fast enough to produce the full fps the GPU is rendering. So dropping from 60fps to 30fps is believable due to the sheer number of characters on screen of which I seriously doubt they'll be nearly as revolutionary or useful as Ubisoft wants us to believe. Why purpose end up with a game that's CPU bound when you can simply reduce the number of NPC's to several hundred which would still be 3x the normal 100 - 150x you had putting you up to a 500 NPC count per area of the city.

A game that is GPU bound is what effects resolution, where lowering the resolution and graphics settings can effect performance.

fr0sty4233d ago

abizzel, you are forgetting the real limiting factor of the cloud, not bandwidth but latency. Bandwidth is how much data can be sent at once, latency is how long that chunk of data takes to get from point a to point b. Our modern internet connections have enough bandwidth to handle cloud based rendering/computing, but our latencies are far from it. When you are rendering a game at 60fps, you have 16ms to complete every single one of your calculations that next frame depends upon... less time than that when you factor in the few ms it will take to render the actual frame after calculations are ready. So, that data would need to be able to get to the server, get computed, and be sent back to the console well within that 16ms limit or you are dropping frames.

This is why the only cloud-aided rendering demo MS has ever shown was running on a PC at 720p and 30fps. Even then it was only a simple demo of a poorly rendered building blowing up. Also, the servers were close by on a local network, not running over the actual internet.

Volkama4233d ago

Fr0sty you seem confused. We are discussing the potential in offloading AI, not in rendering anything.

ikkokucrisis4233d ago (Edited 4233d ago )

So...we're all okay with forcing everyone to be connected to the internet at all times when playing our games now??

+ Show (4) more repliesLast reply 4233d ago
megajon4234d ago (Edited 4234d ago )

According to Ubisoft, the CPU is the problem for Unity. I think the GPUs will be too busy on both systems to be able to lend extra power to the CPU for AI calculations. It's possible that with more time developers can figure out ways around these limitations. I wonder if Microsoft saw this issue coming since all of their "power of the cloud" talk has been based around helping with calculations like AI.

LamerTamer4233d ago

But since both CPUs are the same in both consoles, if the xbone can do the AI the PS4 should be able to do the same AI but use the GPU to at least get 1080p.

DarXyde4234d ago (Edited 4234d ago )

I guess the cloud would be useful here since it's a multiplayer experience, but I'm still skeptical about it being present in a game with a single player mode. Of course, Ubisoft wouldn't use it because that would make the Xbox One version have superior AI and they're aiming for parity...right, Ubisoft?

Gamerbeyond4233d ago ShowReplies(1)
Knightshade4233d ago

Or they can be solved with a PC. If you are THIS hung up on resolution, buy the game on somewhere where the resolution is a dropdown.

AutoCad4233d ago

i cant wait to see 3rd party developers use the cloud and dedicated servers on their games..i mean nba2k can benefit a lot from the dedicated servers right now...but hey its never going to happen bc of PARITY.

Master-H4233d ago (Edited 4233d ago )

Maybe dedicated servers is a foreign concept to you on the 360, but they've been on some ps3 games since it's launch.
Examples : Resistance series, GT5/6 , Demon's Souls, Mag etc, which is quite comical considering you were paying for XLBA while PSN was free..

"nd now you are paying for none lol"
Not really, i still get 6 games to download each month and some of them with crossbuy, as i have a Ps3/4 and a vita. I don't own Drive Club so i am not really troubled by it's servers being down, i was just playing TLOu online an hour ago or two, works flawlessly. Now who is getting more bang for their buck, 60$ vs 50$ a year, me or you?.

AutoCad4233d ago

and now you are paying for none lol..
yes very comical..

driveclub is in need of them

Show all comments (21)
50°

Assassin's Creed Unity's 4K 60fps Patch Isn't 4K - But The Upgrade Is Still Worth It

The best way to experience a unique chapter in AC franchise history.

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digitalfoundry.net
andy8540d ago

Give me a proper PS5 port with trophy list, Syndicate too and I'd happily buy them both again

40°

Assassin's Creed Unity: Play in 60FPS on PS5 & Xbox Series X

The French Revolution waits for no one.
But now it runs at 60 FPS on PlayStation and Xbox Series X.
Rediscover Assassin’s Creed Unity in breathtaking clarity.

80°

I Played Assassin’s Creed Unity Almost 10 Years Later. It’s (Kinda) Spectacular

Shaz from GL writes: "Assassin’s Creed Unity is looked at as one of the worst in Ubisoft’s iconic franchise. But playing it nearly 10 years later reveals it may just be the best"

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gameluster.com
Skuletor791d ago

Do the NPCs still randomly levitate every now and then? Even years later I noticed they hadn't patched that out

andy85791d ago (Edited 791d ago )

Honestly I loved the PS4 ACs. I'd love next gen ports of Black Flag, Unity and Syndicate