Maybe one day you'll play a Lord of the Rings game in which the Battle of Helms Deep legit has thousands of smart AI characters all fighting for their lives in real-time. Suddenly developers could populate sprawling worlds with an insane number of NPCs. But with Flare, the goal is to build a title from the ground up to run on a virtual supercomputer with limitless CPU and GPU resources so concessions don't have to be made. In a typical game, these things are at odds with each other in terms of how much processing power they have access to, which creates limitations on what developers can do. But know that difference has to do with the concept of "modularizing components"-the AI, physics, and rendering-of a game. In regards to streaming, the key differences between Flare and Gaikai are largely in their architectural approach, and would take an entire article to fully explain (check out the official FAQ if you'd like to learn more). Flare is kind of a cross between Sony's streaming service and Microsoft's cloud processing stuff. And in regards to physics? I absolutely love Battlefield 4's environmental destruction, but I've got a hunch it would pale in comparison to something that taps into cloud processing for physics calculations.įinally, there's Square Enix and Project Flare. Imagine playing a fighting game in which an AI opponent learns your style and adjusts its technique based on your movesets. Drivatars are great, to be sure, but that's only the beginning. In theory, cloud processing-in this case, the offloading of some AI and physics calculations onto a remote server-has lots of exciting possibilities.
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