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78. Re: SimCity Pares Down Features to Meet Demand Mar 8, 2013, 14:52 AngelicPenguin
 
Creston wrote on Mar 8, 2013, 12:12:
EkimDeLhi wrote on Mar 7, 2013, 22:13:
And the fact that they could try to turn off cheetah speed to resolve the connection issues makes me wonder how much of the calculations are being done on the servers. If it's the case that the game actually does a lot of that on the EA server farm it's no wonder it crashed their shit. Also, if that's the case, it feels like some smoke and mirrors. So like, if everyone in the Sim City "world" starts cheetah (refuse to capitalize) mode'ing, that could just crash the entire game for everybody? At any time?

Well, if you didn't put up enough servers to handle the calculations, sure.

But here's the funny thing: EA claims that the small city sizes are necessary because OUR computers aren't powerful enough to handle the intricate detail of the game.

But then on the flipside, they say (and it seems) that a lot of these calculations are done on their server side, which is supposed to be eminently scalable. So really what they are saying is "We stuck with small city sizes because we don't want to pay for the infrastructure to allow bigger ones."

BUY NOW! SUPPORT EA!

Creston

I thought the difference was they wanted to be able to render ok on a low end computer. I dunno, looking at the videos the game looks pretty nice. I could see a huge city chugging on a slower PC.

So I guess what I'm saying is, isn't there a difference in what they are offloading to the server simulation-wise, and what they are trying to achieve performance-wise when it comes to graphics.

Don't get me wrong this is obviously a mess and a serious embarrassment, but I thought maybe that was THEIR point anyway with the dad's PC comment.
 
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