Much more at the link:
http://www.eurogamer.net/articles/2013-08-22-watch-this-space-for-cod-ghosts-dedicated-servers-on-playstation-xbox-360-and-wii-u
Infinity Ward has confirmed dedicated servers for the Xbox One and PC versions of Call of Duty: Ghosts, but what about other platforms?
During Microsoft's Gamescom media briefing this week Infinity Ward executive producer Mark Rubin announced the Xbox One version of the upcoming shooter would benefit from dedicated servers powered by the Xbox Live cloud in a similar fashion to Respawn's Titanfall.
In an interview with Eurogamer following the announcement, Rubin confirmed dedicated servers for the PC version also - but wouldn't be drawn on PlayStation 4, PlayStation 3 or Xbox 360.
"Those [Xbox One and PC] are the only platforms we're talking about at the moment," Rubin said. "So, watch this space!""Microsoft's 300,000 server Xbox Live Cloud is a subset of Microsoft's Azure platform. The part reserved for Xbox Live is called Thunderhead, which can only be used for Xbox One - not PC or even Xbox 360.
While Rubin wasn't able to go into detail on how Ghosts will work on the cloud (in-game you'll connect in the same way you're used to, except you're connecting to dedicated servers), he did provide interesting insight into how the decision to use it came to be.
"Very early in the project we had a bunch of meetings with Xbox, where they'd come in, a few engineers and their representatives, and they'd start telling us about what the Xbox One was going to be," Rubin said, "what the specs were at the time - they change over time - what some of the plans were, some of the features, Kinect, online, all that sort of stuff. They started giving us the brain dump of everything they knew they were aiming for.
"Information comes in batches. They don't necessarily know everything all at once. And one of those meetings was the talk of the Xbox Live Cloud. We perked up at that. They weren't prepared to answer all our questions, but we were grilling them, asking, what does it mean? What does it do? What's the coverage? How many servers? What's the throughput? We just kept going and going and going, and they were like, we have no idea how to answer those questions. It doesn't exist yet. We'll get back to you.
"So we dropped it for a while. Then it came back, and we had details on Xbox Live servers and the cloud. Then we sat with that information and studied it, and tried to figure if this was something that could work for us. We felt, yes, this will help us. We can do dedicated servers off of it and we think it will make for a better experience for people.
"We ended up pulling the trigger probably only a couple of months ago. The cloud service they're offering hadn't completely formed yet. But we pulled the trigger, and now I've announced it so now I have to do it.""
http://www.eurogamer.net/articles/2013-08-22-watch-this-space-for-cod-ghosts-dedicated-servers-on-playstation-xbox-360-and-wii-u
Infinity Ward has confirmed dedicated servers for the Xbox One and PC versions of Call of Duty: Ghosts, but what about other platforms?
During Microsoft's Gamescom media briefing this week Infinity Ward executive producer Mark Rubin announced the Xbox One version of the upcoming shooter would benefit from dedicated servers powered by the Xbox Live cloud in a similar fashion to Respawn's Titanfall.
In an interview with Eurogamer following the announcement, Rubin confirmed dedicated servers for the PC version also - but wouldn't be drawn on PlayStation 4, PlayStation 3 or Xbox 360.
"Those [Xbox One and PC] are the only platforms we're talking about at the moment," Rubin said. "So, watch this space!""Microsoft's 300,000 server Xbox Live Cloud is a subset of Microsoft's Azure platform. The part reserved for Xbox Live is called Thunderhead, which can only be used for Xbox One - not PC or even Xbox 360.
While Rubin wasn't able to go into detail on how Ghosts will work on the cloud (in-game you'll connect in the same way you're used to, except you're connecting to dedicated servers), he did provide interesting insight into how the decision to use it came to be.
"Very early in the project we had a bunch of meetings with Xbox, where they'd come in, a few engineers and their representatives, and they'd start telling us about what the Xbox One was going to be," Rubin said, "what the specs were at the time - they change over time - what some of the plans were, some of the features, Kinect, online, all that sort of stuff. They started giving us the brain dump of everything they knew they were aiming for.
"Information comes in batches. They don't necessarily know everything all at once. And one of those meetings was the talk of the Xbox Live Cloud. We perked up at that. They weren't prepared to answer all our questions, but we were grilling them, asking, what does it mean? What does it do? What's the coverage? How many servers? What's the throughput? We just kept going and going and going, and they were like, we have no idea how to answer those questions. It doesn't exist yet. We'll get back to you.
"So we dropped it for a while. Then it came back, and we had details on Xbox Live servers and the cloud. Then we sat with that information and studied it, and tried to figure if this was something that could work for us. We felt, yes, this will help us. We can do dedicated servers off of it and we think it will make for a better experience for people.
"We ended up pulling the trigger probably only a couple of months ago. The cloud service they're offering hadn't completely formed yet. But we pulled the trigger, and now I've announced it so now I have to do it.""