Jimmy Chattin - I make better games.

Friday, November 15, 2013

GDC Next - On Demand Compute Power For Games

On Demand Compute Power for Games
By John Bruno (Microsoft)
Tuesday



What could you do with near unlimited Cloud computing?
Bigger worlds, huge multiplayer, etc?

There are some challenges with that:
Server costs can be prohibitive and client resources are finite.

So why would you Cloud compute?
It would enhance the game experience and monetization opportunities.  Creating differentiation with the Cloud drives a new kind of engagement.

Here are some scenarios that are present on platforms:  Shared online worlds, dedicated servers, compute task offloading, games as a service (tune/balance, dynamic game modes, etc.).
ex: Titanfall has dedicated servers, cloud-based AI, and more goodies.



XBLC Services focuses on packaging, discovery, and management.  Using the Cloud, predictive pooling determines load needs of any system.  Therefore, you keep play busy, not delivering "server busy" messages.

Some audience questions:

Q: Will I experience clock drift?
A: The worst case scenario would be a little bit, if at all.

Q: Is there enough bandwidth to support this system?
A: Oh yes!

Q: Can the host OS or other neighbors steal my games or financial information?
A: Nope!

Contact bruno@xbox.com for any additional inquiries.

Personal note on the presentation: Don't put words at the bottom of a slide.  Heads sitting in an audience get in the way!

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Checkout another GDC Next article: Luck and Skill in Games.

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