Quick reminder about demoing tech to audiences where you don't actually get your hands on it: http://www.extremetech.com/computing/112945-intel-fakes-ivy-bridge-gpu-directx-11-demo-at-ces
@bunchanumbers And until they can come even remotely close to showing that off, I call complete and total bullshit. All they've been able to do thus far is run dedicated servers than handle minor AI calculations, something that's been around for decades. They've yet to show off in a live environment, using a Xbox One, at a public event (yes, a lot of qualifiers, but considering how often this kind of stuff is total bullshit it needs them) any meaningful use of the cloud tech to significantly improve performance.
I'll believe it when I see a live demo in front of me. So far they've yet to show how this amazing "cloud tech!" can make any kind of appreciable impact on the performance of games. I mean, the Xbox One still is consistently below the PS4 in terms of visual fidelity, if not in raw resolution or FPS, than in terms of graphical goodies like AA.
Seriously, they've yet to show "cloud tech!" to be anything more than snake oil and undelivered promises of greatness.
Yup, still seeing interesting games on Kickstarter. They're few and far between, but that's to be expected on a platform where anyone can submit their ideas in search of funding. It's the same on Greenlight, mountains of absolute trash with the odd gem mixed in every here and there.
@liquidbutter Would depend on how much more unique audio and how many more unique textures/models would be included. Those are the biggest space hogs for the most part. They could easily get by with a significantly smaller second 20 hours if they re-used all the existing art assets and and had only minimal additional dialogue.
@liquidbutter HD textures and possibly uncompressed audio files take up a lot of space, yo. Welcome to the current generation, games are going to be this big.
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