How the Xbox One draws more processing power from cloud computing

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notthis

Seniorius Lurkius
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I haven't played it, but I saw a talk at GDC this year concerning what was called Just-In-Time Lighting used in the latest HALO game. The game features player made maps created with pre-made building blocks that have a lot of lighting calculations baked in. The problem is that the game uses light-mapping, so all shadowing information (at least from static objects, like the player made map) needs to be calculated before the map loads. I believe the amount of data needed made saving it as part of the map and uploading it too slow. So, when loading a player made map, the game spends 5ish seconds computing all this shadow information so the map has nice lighting.

I'm not sure how downloading the data from the cloud is better than saving it as part of the map... Maybe the cloud could churn out various fidelity levels, which would suck to do on the player's machine, and a player using the map receives the one that best matches their connection speed.

This is a very specific case, but it is with a big XBOX property that was in development while the ONE was in development.
 
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