Quote:
Originally Posted by Nehkara
Part of the reason at least is that apparently the GlassBox engine is so CPU heavy that some of the computational tasks are off-loaded from the local PC to the servers in the cloud.
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Complete and utter baloney, at least that part of it.
To offload CPU from the PC to the cloud would mean the cloud would have to have more computational power than the PC, and to get a server that has the same CPU as
one equivalent PC costs more (sometimes LOTS more) than that same PC.
How many copies are they going to sell? 1 million? 5 million? Probably more over time. And they have to have a cloud more powerful than all those computers (or at least more powerful than the maximum possible concurrent users). Lets be generous and say that they sell only 500,000 in the first few days, and only half of those will want to try it when they get it, so 250,000 concurrent users.
Each concurrent user needs 2GHz of dual core CPU (as per the system requirements), and that's not enough so the cloud needs more, but we'll go with that. A 2GHz quad core intel server CPU is $250, so $125 per CPU per user.
So 250,000 concurrent users, $125 per cpu, $31 million just in processors (and they're only grossing $25 million for 500,000 copies). That's ignoring any server, any memory, bandwidth, power, everything. To house 125,000 quad core CPUs would actually cost more like $100-$200 million, let alone run them.
One way that offloading from the PC to the cloud might make sense is if it's not actually CPU limited at all, but storage limited.. in that they've traded CPU for storage (imagine massive lookup tables that wouldn't reasonably fit on a game install, so that instead of using a CPU to calculate it every time it's a lookup table to look up a pre-made calculation that only had to be done once). And even then I'd be surprised if that was actually the answer in this day of 15GB game sizes.
Or possibly simulating a whole region is what is prohibitive and a region is so integral to the game it can't not have them, as it would have to simulate not one city but all the cities in a region. EDIT: Even then they'd have to have somehow that simulating a region is applicable for a LOT of cities, not just yours.
I think the real answer is more what she said after, it's just designed to be part of the game to start with and to run a region it needs data from all the cities in the region to give the city a meaningful context.