Dedicated Servers Or Not?

For numerous reasons.. one simply being not everyone will get a great experience from dedicated servers due to their generally more centralized location.

That's not strictly right. One of the features of cloud match making is that your server is always local to you.
 
The possible positive if KI has dedicated servers is...it will be the only fighter ever released to use em. That's extra sweet purchase incentive for me :)

Imagine large 10-20 player lobby's that are lag free :B
 
That's not strictly right. One of the features of cloud match making is that your server is always local to you.
What ?

MS doesn't have a server in every town in the world.

You just described exactly what I said. The only way to always be playing locally is to have some non dedicated servers in the mix.

Match making is always calculated on a centralized server .. That's how it was done last gen too.

Some of you are very confused or ignorant and aren't honest about it.
 
1. If a developer isn't experienced making mp work with dedicated servers, they may still utilize peer mesh.

2. If a developer is under the gun, and they don't have the time/expertise to quickly utilize dedicated servers, they may not use them.

3. Using the cloud SDK is free to devs for X1, so not using it really comes down to reasons 1 or 2, and nothing else... So I'd expect to see fewer and fewer games using p2p post launch...

So really there shouldnt be no excuse to use them
 
What ?

MS doesn't have a server in every town in the world.

You just described exactly what I said. The only way to always be playing locally is to have some non dedicated servers in the mix.

Match making is always calculated on a centralized server .. That's how it was done last gen too.

Some of you are very confused or ignorant and aren't honest about it.

I dont think that was D-V-ANT meant.
 
So, why did we build Xbox Live Compute? When we were planning the next generation of Xbox Live, we spent a lot of time talking with game creators about ways to make games better. We realized that there was an incredible opportunity to bring together the resources and global scale of Windows Azure, with the game services of Xbox Live to build a cloud computing platform that was uniquely focused on gaming and game creators. Our intent was to enable developers to take advantage of server resources in their games without having to deal with the challenges that come with building, managing and running servers at scale. So, we chose to provide cloud features that allow the game creators to push the limits of their gameplay experiences and apply the bulk of their investments to game creation, rather than server and operational resources. In fact, we even give them the cloud computing power for FREE so they can more easily transition to building games on Xbox One for the cloud.

Improved multiplayer game experiences – This is perhaps the most obvious example of what is possible with Xbox Live Compute – dedicated servers! If you have played a lot of multiplayer games, you know that playing on dedicated game servers has advantages over peer-to-peer gameplay. With server-based multiplayer gaming, not only can more players play the game (think hundreds of players simultaneously), the gameplay will be much more reliable for the players. No more host migration interruptions, suboptimal experiences for the host, home network NAT constraints, or player cheating! Additionally, Xbox Live Compute can be utilized to persist game state so that your squad can live to fight another day without losing any progress. A great example of a game that is using Xbox Live Compute for their dedicated server multiplayer experience is “Titanfall.”

http://news.xbox.com/2013/10/xbox-one-cloud
 
Take a game like Armored Core for example. That is the type of game I love to play but I seriously doubt it's going to take adv of dedicated servers even though they are "cheaper" from MS.

If they made a LEGIT online Arena with ranking that used only dedicated servers... oh man oh man!
 
What ?

MS doesn't have a server in every town in the world.

You just described exactly what I said. The only way to always be playing locally is to have some non dedicated servers in the mix.

Match making is always calculated on a centralized server .. That's how it was done last gen too.

Some of you are very confused or ignorant and aren't honest about it.

You have a fundamental misunderstanding of how the cloud will work. You're still thinking in terms of hard location with physical distance to the data center. Here is an example of how it will work :

You connect to multi player. You are put into a hosted service that's as local to you as possible. Your friend on the other side of the world connects to multi player. They are put into a hosted service that's as local to them. You join each others game. Your service stays local and your friends service is local. The cloud infrastructures takes over the match making and let's both of your connections stay local..

Now, that is a basic example, I'll grant you. But that's how it works.
 
So really there shouldnt be no excuse to use them

Long term, no... Short term, yes.

Like I said, time and expertise are not free, and it may not make sense to delay releasing a game until the time and expertise to implement dedicated servers/custom services is somehow achieved.
 
You have a fundamental misunderstanding of how the cloud will work. You're still thinking in terms of hard location with physical distance to the data center. Here is an example of how it will work :

You connect to multi player. You are put into a hosted service that's as local to you as possible. Your friend on the other side of the world connects to multi player. They are put into a hosted service that's as local to them. You join each others game. Your service stays local and your friends service is local. The cloud infrastructures takes over the match making and let's both of your connections stay local..

Now, that is a basic example, I'll grant you. But that's how it works.

This is so wrong it hurts.

And no I don't misunderstand this technology. I build complex computing systems for a living.
 
If that 'extremely affordable' price is more than $0 then I'd bet most will not bother with it.

Like I said, it's 100% free to developers. It's like an extension of the box itself... You can just use it without fee, or charge.

That said, there is a knowledge-base and expertise level that comes with taking advantage of it... You need to consider scalability and resilience testing, etc...

Like I said, there will be justification for not using it for all titles out the gate, but as time goes on and expertise improves - we should expect to see many games use cloud compute for all kinds of things... Not just dedicated server-like functionality, but things like drivatars, AI, persistent worlds (even in SP games), etc...
 
Nothing is free.

Like I said, it's 100% free to developers. It's like an extension of the box itself... You can just use it without fee, or charge.

That said, there is a knowledge-base and expertise level that comes with taking advantage of it... You need to consider scalability and resilience testing, etc...

Like I said, there will be justification for not using it for all titles out the gate, but as time goes on and expertise improves - we should expect to see many games use cloud compute for all kinds of things... Not just dedicated server-like functionality, but things like drivatars, AI, persistent worlds (even in SP games), etc...
nuff said
 
Except someone paid for it at some point. Probably Gold users over the years. Either way the last person I'll listen to is someone with his head up Microsoft's ass.
 
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Long term, no... Short term, yes.

Like I said, time and expertise are not free, and it may not make sense to delay releasing a game until the time and expertise to implement dedicated servers/custom services is somehow achieved.


How is it harder to implement dedicated servers than it is for the p2p garbage we've been using all this time? I find that hard to believe.
 
How is it harder to implement dedicated servers than it is for the p2p garbage we've been using all this time? I find that hard to believe.
It's just new. Devs have had a lot of experience with the other approach and now they have to change that all.
 
I have faith that MS's servers will run better than EA's at least. MS just spent $700 million to make a new data center in Des Moines, Iowa for the center of their backbone for delivering digital content for the middle U.S. That infrastructure has a lot to do with Xbox Live in the future. I'm sure there will be hiccups along the way, but they will be ironed out quickly.
 
How is it harder to implement dedicated servers than it is for the p2p garbage we've been using all this time? I find that hard to believe.

It is harder because you need to co-lo a server somewhere. That takes money. User hosted matches didn't need a server co-lo at a data center. The Microsoft cloud is easier because you don't need a server co-lo somewhere, you just instance a server in the cloud. The Azure SDK makes it happen all automagically.
 
It's just new. Devs have had a lot of experience with the other approach and now they have to change that all.

No. A user hosted server works exactly the same as a server instance in a data center somewhere. The problem always was the need to tunnel through NAT's, or alternatively the need to host a server somewhere. With the Azure cloud, you eliminate the need for user hosts, and a dedicated server. When a group of people join a game, Azure simply instances a server. When they all leave, the server eventually times out, and goes away.

The cost of the servers for a multi-player FPS will probably be rolled into your XBL monthly fee. However, if the developers game needs a large persistent world, the developer will probably be obligated to pay for compute time, database access, and bandwidth. All of which is still significantly less expensive than say... building out a server farm and building all the compute infrastructure in house.
 
If you have a concern about trolls, report the post you think is trolling. Thank you.
 
If that 'extremely affordable' price is more than $0 then I'd bet most will not bother with it.

XBL compute resources, you know the one that makes the processing power of the X1 10 time greater than the X1 its self, that is free. Totally confirmed right now. We also know that non-persistent dedicated servers are also free. Well they are not free, but rolled into the cost of XBL. The only servers that Microsoft has indicated have cost are the large persistent world type servers, for example Destinys MMO world.