Why Project Flare Might Just End the Console War
An anonymous reader writes "Project Flare, the new server side gaming technology from Square Enix, turned heads when it was announced last week. The first tech demos do little more than show the vast number of calculations it can handle with hundreds of boxes tumbling down in Deus Ex, but the potential is there to do much more than just picture-in-picture feeds in MMOs. As a new article points out, what's most interesting is the potential to use the technology for games that use more than one system — OnLive may have used this tech before, but only to play games you can buy on discs in the shops anyway, but the future is in games that need the equivalent of dozens of PS4s or Xbox Ones to power them. Ubisoft has already partnered with Square on the project."
Why to spend power in datacenters when people can use it at home? Other than vendor-lock, is non-sense. Another thing is how scalabe the thing is, etc.
Imagine your game not starting because the 'physics' servers are down or you can't connect to them.....
OnLive was such a bastion of success wasn't it?
This reminds me of a certain coffee stand I drive by each day on my way to work.
Every few months it closes down, sold to a new owner who improves it and re-opens only to close down a few months later.
In the last few years I can count on one hand times drive thru was something other than completely empty.
Sometimes people just can't take a hint.
The company that last released a good game 16 years ago. I can barely contain my excitement.
There's a reason I've cut cable tv from my life. Being remote controlled and the only game in town, it's become overpriced, ad-laden, and content thin. If that's where gaming is going I will have to cut that too. The prospect of overpaying to 'stream' a laggy, ad-filled game experience with overly-constrained lossy-compressed AV doesn't sound inviting either. I LIKE the idea of having power under the hood locally, so to speak, just like I want server binaries for games to run my own servers and mod tools to make my own mods/maps. This way the game stays alive as long as there are interested players and doesn't die the moment it stops making money for its creators. To top it off, the current 'cloud' model for a lot of software now charges the 'owner-controlled boxed software' prices of the 90s for what amounts to a rent-a-go arcade level of service. What a rip-off.
The more computing looks like ibm's wet dream of 'service', the less interesting and more oppressive it gets. No thanks.
Even with modern broadband, latency is still an issue for these kinds of applications. In the article are some examples of currently used server side gaming enhancements, like "Forza 5 will even use cloud computing to monitor the way you drive, and alter virtual drivers’ AI (artificial intelligence) accordingly." That has no need for low latency. But if you want the environment to immediately react to players actions, there need to be low latency. And you can't remove the distance (and related network infrastructure) between the player and the data center.
Some people kept saying "It's not that bad right now, it'll work eventually!", but Microsoft just (accidentally) tested OnLive's idea for low-latency games by introducing some small input lag into Windows 8.1. Guess what? FPS gamers noticed.
Other game types which don't need super low latency, I'm sure, will eventually get here if only because game companies are still annoyingly DRM-focused and this will make piracy impossible.
On what planet does high latency translate into a better experience?
On fictional planets in essentially turn-based games, like what Square Enix has been putting out since Dragon Quest/Warrior and Final Fantasy in the NES days. The latency doesn't have to be any better than, for example, the ATB recharge time in FFVII.
Management: But you said it was working. ... at 3 FPS on a standard PC.
Engineer: It is
Management: Perfect, we can sell it by the hour until then.
Engineer: You're kidding right?
Management: No, seriously, BTW your new project starts tomorrow.
Engineer: but....
It would be one thing if the argument were solely that people living in Story, Indiana or Nothing, Arizona couldn't get broadband speeds.
While that is an issue, it's not what causes much of the complaint about the state of internet services in the US.
I live in Seattle, within the city limits. I can't get better than 4.5mbps down on a good day, and certainly not in the evening when everyone's watching Netflix, short of ponying up for a business line to the tune of substantially more expense. Five years ago, I lived within spitting distance of the Google campus, and couldn't get better than 1.5mbps down. These are major cities, densely populated, with all the infrastructure right there.
By comparison, when I left Japan in 2005, my bare-bones residential service -- the cheapest, slowest, least-of-everything-and-still-be-online package gave me 18 mbps for around $30 a month. And it was scheduled for an upgrade, at no cost to the subscriber, to 24 mbps two months later.
The key difference? Competition. For all the malarkey about free markets and rainbows, the US market sucks for internet services. A handful of companies have effective geographic monopolies (or at least very small cartels), giving them leverage to jack prices and keep services at the bare minimum. In Japan, the kind of lockdowns that are the status quo in the US aren't possible due to an effective regulatory regime, necessitating that companies actually compete for consumers' business on the basis of service and price. The differences are amazing. Or depressing, depending on where you live.
"What in the name of Fats Waller is that?"
"A four-foot prune."