I was a big forget in Halo 3 and Reach and always did it because I loved building maps and worlds for others to play in. Something that really feels like that hasn’t changed is the item count.
I know how the cloud could eliminate this issue completely.
I will explain this through an analogy.
Adobe premier and PhotoShop are both CPU and GPU intensive programs, but the products that they are used for run on even the most basic hardware. How? Through rendering. One of the most intensive parts of running the program is rendering. Once the rendering is done it is playable on any device.
So apply this to Forge. We are given no limits whatsoever and let the fps drop as much as we are comfortable with until it becomes almost unplayable, and then we render it. The rendering could be offloaded to the cloud and then you would receive a post rendered and pre-rendered copy. Once rendered we could continue working on our forged maps until the fps goes down again; rinse and repeat this until we are satisfied with our maps.
I am pretty sure anyone who has ever used either of these programs get what I am saying but for those who dont, rendering basically converts the several clips your are editing and turns them until one unedited clip. I am sure you can understand how this decreases processing power required to run this one clip in an editing software as opposed to several heavily edited ones.
Thanks for reading this if you did. I can’t figure out how to turn this into a TL;DR so if anyone here can I would appreciate this. If you have any questions just post them here and I will try to answer them :).
Crackdown 3 uses the Cloud to use 20x the power of the Xbox One.(whole world is fully destructible) I would think it would be easy for 343 to use the cloud to increase the Item Counts for Forge!
**Actually it does. Crackdown 3 uses the cloud to use 20x the power of the Xbox One. (Every building is fully enter-able and destructible)**So why can’t 343 use it to add a larger item count?
> 2533274932173323;5:
> > 2533274835788533;2:
> > This makes no sense lmao.
>
>
> **Actually it does. Crackdown 3 uses the cloud to use 20x the power of the Xbox One. (Every building is fully enter-able and destructible)**So why can’t 343 use it to add a larger item count?
The only downside to this is you would have to be connected to xboxlive to use there cloud servers. But I would take this anytime. Just look at what crackdown did and imagine the scale of forge with the cloud!
> 2535439585609310;10:
> The only downside to this is you would have to be connected to xboxlive to use there cloud servers. But I would take this anytime. Just look at what crackdown did and imagine the scale of forge with the cloud!
To be fair, Halo 5 lacks offline multiplayer, so there isn’t much reason to keep things like Forge and Theater both offline and online. Granted, some people like to Forge and Record in peace, though that’s easily achievable by just turning off notifications, setting your status to offline or away, and making your session invite only or closed. There are many things that could be done with Forge provided it was connected with the Cloud. Only time will tell, but they say it’s significantly improved, and I have a hard time imagining what they could have done to warrant “significantly” other than connecting it to the Cloud. Of course, there could be a more limited offline version. Basically normal Forge with some expanded features from H2A.
hey, do you think with your cloud/forge idea we might also finaly get covenant styled forge pieces, why should everything be grey and blocky, this isn’t minecraft!
but yea, i hadn’t thought of cloud support for the “significantly” part of forge 5.0
I may not fully understand the cloud myself, but I think there is a huge misconception going around that you can just apply the cloud to everything and anything. Not really directly responding to the main post. Just kind of throwing this out there.
> 2533274865708979;12:
> hey, do you think with your cloud/forge idea we might also finaly get covenant styled forge pieces, why should everything be grey and blocky, this isn’t minecraft!
> but yea, i hadn’t thought of cloud support for the “significantly” part of forge 5.0
Blocks can be fully colored in Halo 5, as seen in the Beta forge maps. It’s about time they made that happen in forge.
> 2533274912254619;13:
> I may not fully understand the cloud myself, but I think there is a huge misconception going around that you can just apply the cloud to everything and anything. Not really directly responding to the main post. Just kind of throwing this out there.
It definitely can’t be applied to anything and everything. But it can help with processing power. Just look at Crackdown 3, the first game to REALLY use the power of the cloud. The entire city is dynamically destructible, and in its current state of development, that detruction, which only took up a small portion of the city at the time, used several servers to process it, but at the same time it kept the frame rate… relatively stable. Forge has a lot to do with the CPU after Halo 4 added dynamic lighting generation, and with the bump to 60fps, the more things moving around and the more calculations it has to do, the system could get taxed very easily. But if connected to the cloud, all those processes, including the dynamic lighting generation, could be offloaded and stabilize the frame rate while also allowing for more things in Forge without the need for a budget.
Basically, developers no longer have to rely on the systems own processor to do everything. The catch is that they have to go online-only for whatever they use the Cloud for, and that’s gonna rustle quite a few jimmies depending on what it is and if it has a history of being usable offline.
There’s a limit to everything though. You get buried in sundries and you dump it all in the trash but the trash still gets full. Cloud should definitely increase the limit and curb the performance, but more than likely a limit will still be imposed.
Overall limit should be increased, with the limit on individual items removed. Just my two cents. And, I reckon the cloud should be used to accommodate a larger count, not and infinite one.
Ok, so in theory using the cloud should help with offloading some of the strain, that much is true, however your suggested approach is literally impossible.
Adobe Premiere works with Video. When you render it out you have a video. Once rendered that video is static and unchanging, you play it back but you never render it again. That’s not even close to how games work. Games are rendered in real time. That is to say, every time you look at something the system is carrying out a rendering process. It’s rendering the textures, the 3D assets and the effects, all on the fly. You can’t pre-render a game like Halo.
On the contrary, this is the best idea for use of cloud computing in a game I’ve heard. Any real time computations are either bottlenecked by bandwidth, latency, or both. Rendering forged maps is the perfect use of cloud computing, because it’s not at all time critical. The player could just be running around in a low fidelity version of their forge maps while the cloud is preparing the high fidelity version, and when it’s done, the game world could just be updated.
> 2533274848539555;18:
> Ok, so in theory using the cloud should help with offloading some of the strain, that much is true, however your suggested approach is literally impossible.
> Adobe Premiere works with Video. When you render it out you have a video. Once rendered that video is static and unchanging, you play it back but you never render it again. That’s not even close to how games work. Games are rendered in real time. That is to say, every time you look at something the system is carrying out a rendering process. It’s rendering the textures, the 3D assets and the effects, all on the fly. You can’t pre-render a game like Halo.
You got it wrong. The idea isn’t to render the game, but to compute certain static objects. For example, many games, due to performance requirements, use some amounts of static lighting. That is, some effects of light sources in the environment are implemented straight into the textures during the development process of the game. This is a good way to create scenes with good looking, realistic scenes without using more processing power than you have available. After the effects have been baked into the textures, they never need to be computed again.
In Halo 4, when building Forge maps, you always had that delay when forging where the game was generating the lighting for the map, based on where you had placed the objects. What OP is suggesting is that this process could be off-loaded to the cloud to make it faster and/or allow for more complex lighting effects on forged maps. At least, if I interpreted the OP correctly.
> 2533274825830455;19:
> > 2533274835788533;2:
> > This makes no sense lmao.
>
>
> On the contrary, this is the best idea for use of cloud computing in a game I’ve heard. Any real time computations are either bottlenecked by bandwidth, latency, or both. Rendering forged maps is the perfect use of cloud computing, because it’s not at all time critical. The player could just be running around in a low fidelity version of their forge maps while the cloud is preparing the high fidelity version, and when it’s done, the game world could just be updated.
>
>
> > 2533274848539555;18:
> > Ok, so in theory using the cloud should help with offloading some of the strain, that much is true, however your suggested approach is literally impossible.
> > Adobe Premiere works with Video. When you render it out you have a video. Once rendered that video is static and unchanging, you play it back but you never render it again. That’s not even close to how games work. Games are rendered in real time. That is to say, every time you look at something the system is carrying out a rendering process. It’s rendering the textures, the 3D assets and the effects, all on the fly. You can’t pre-render a game like Halo.
>
>
> You got it wrong. The idea isn’t to render the game, but to compute certain static objects. For example, many games, due to performance requirements, use some amounts of static lighting. That is, some effects of light sources in the environment are implemented straight into the textures during the development process of the game. This is a good way to create scenes with good looking, realistic scenes without using more processing power than you have available. After the effects have been baked into the textures, they never need to be computed again.
>
> In Halo 4, when building Forge maps, you always had that delay when forging where the game was generating the lighting for the map, based on where you had placed the objects. What OP is suggesting is that this process could be off-loaded to the cloud to make it faster and/or allow for more complex lighting effects on forged maps. At least, if I interpreted the OP correctly.
If your interpretation is right then yes, that could work. To me it sounds like the OP is suggesting that we work on one version, send it to the cloud to render, and get back a better looking version with less CPU issues that no longer relies on the cloud. The wording of the original post sounds to me like the suggestion is that the entire map will be “rendered” in the cloud, then sent back so you can continue adding objects to the map, apparently eliminating the limitations of how many objects can appear in a Forge map.