So Crackdown 3 was announced at E3 2014, and recently some game-play was released showcasing the impressive physics effects whilst in a multiplayer match. All of the buildings and materials are destructible, down to the smallest little blocks.
No doubt, this calls for some heavy computing power, including memory and maxing out the console's CPU. However, the console can only put out so much before it runs out of resources on its own, and with potentially so many players destroying buildings, where the does the compute power come from?
The game will use cloud computing in order to process the additional physics effects, once the console has been taxed to the max, the cloud servers will kick in and start to process physics. In the game-play video, the game maxed out at 14 cloud computers when a load of buildings started to collapse and destroy other buildings. The developer also showed the game in debug mode and what was revealed is quite impressive. When the game is being played in multiplayer, the game colour codes all of the buildings so that when the console needs additional compute power, the colour coded building is processed by the relevant server that the colour has been assigned to. This really helps to spread out the load across available servers and results in a very smooth game experience.
Additionally, the game tries to use realistic physics; buildings collapse in the way you would expect them to and fall in the direction you would expect them to. The amount of destruction you can do in Crackdown 3 will no doubt make for some really fun multiplayer matches and allows people to make their own "bases", such as a Sniper Nest by shooting a hole in the wall for you to shoot from.
The game looks beautiful graphically, though the animation quality as well as the character models seems a little lacking in detail when compared to the map detail. However, the game-play shown was watermarked as "Pre-Alpha", so it was very early footage. You can watch the game-play below here:
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