Of course they'd get the chance to try tricks like that. The potential impact of cloud computing and dedicated servers on Xbox One games became more clear when the creators of the EA-backed, Respawn-developed Titanfall began talking in June about the benefits they were getting from Microsoft's tech: "Thats a 7 on 7 game but it felt huge because theres [extra] AI [soldiers] in there that brings the world to life," Respawn boss Vince Zampella says, referring to the Titanfall bout I'd just seen. The AI for the grunts is designed to run off of Microsoft's cloud servers, a service that the Xbox One maker is offering to all game creators on the new console. ... With Zampella there, I sense I can get some answers on whether this cloud stuff is really just hype. I mention I'd seen plenty of games that don't use the cloud rendering tons of characters on screen, though maybe not in multiplayer. "Its better to do it on the cloud," Zampella said. "Its more secure. Its a better experience. It also lets us focus on the experience were giving to you, the rendering experience, all that power. The more we can offload the better, because then we can do more locally on your box." In other words, if they calculate the grunt AI remotely, the Xbox One can spend more processing on graphics. It's not just that. The cloud servers, Zampalla said, are "dedicated servers so theres no host advantage. The game spins up fast." No host system has to be bogged down with that grunt AI. "When thats handled on the cloud, now its the same experience, its not lagging for you. If Im the host, and Im calculating AI on my box or if were both calculating AI on our boxes and we have different things..." That wouldn't be good. The cloud helps. To Titanfall's busy multiplayer design, perhaps it's essential. In August, Microsoft said that Activision and Infinity Ward's Call of Duty Ghosts on Xbox One would also have dedicated servers. Dedicated servers would ensure that players didn't have to worry about player-hosted matches dropping because one gamer had a bad connection. They meant that Microsoft's reliable server tech would keep games running as players came and went, making it much more likely that games would be more stable for all players in a match.
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To know all the available game modes and settings in Brink Multiplayer check our Brink Multiplayer Guide. By default Brink offers following config rules files which can be found in the \base folder. You can execute any of these or customize one to meet your needs and execute it in the Brink Server Console to launch the Dedicated Server. server_campaign_resistance_coop.cfg server_stopwatch_oldskool_vs.cfg server_stopwatch_standard_vs.cfg You can also create your own config file for your server or add rules to the game from the console but it is recommended that you start with any of these pre-defined config rules files. For starters, execute the default config file by typing this in console: Exec server_objective_standard_vs.cfg Hit enter to apply the config. Launch Brink Dedicated Server Now that you have applied the game settings to your server, its time to launch this baby. Type spawnServer in console alongwith the name of the map you want to run it. spawnServer mp/aquarium.entities Players will be able to connect to the server, once the server has finished loading the map. Setup Brink RCON It is possible to setup remote console for Brink Dedicated Server which will allow admins to perform actions by remotely accessing their servers. But to enable RCON, you need to setup Brink Dedicated Server like this: The server has to set a password using net_serverRemoteConsolePassword The client needs to set the address of the server net_clientRemoteConsoleAddress The client needs to enter the password set on the server using net_clientRemoteConsolePassword Enable/Disable Server Hijacking Brink allows players to play Co op challenges and Campaign online on dedicated servers but players can only use those dedicated servers that are empty and have ServerHijacking enabled. You can set this option using net_allowServerHijacking 1. 1 to enable serverhijacking and 0 to disable it but even when set to enable, server needs to be empty before it can be used for campaign or co op modes. Map Rotations You can setup map rotations for stopwatch and objective game modes using one of the following ways. Fixed Rotation or Allow Voting For Maps g_mapRotationFixed set a fixed map rotation g_mapRotationVote restrict the maps players may vote on at match end. Both of these cvars are set using the following format: g_mapRotationFixed mp/ Example g_mapRotationFixed mp/ccity, mp/aquarium, mp/refuel If neither of these cvars is set then the game modes defaults rules for map rotation will be used. For more information about map rotations you can check the server_map_rotation_examples.cfg in the \base folder of the dedicated server. Private Server Password Protection There are two cvars you can use to setup a private server or password protected server. You can either add these in console or use them in your config file. si_needpass Set to 1 if you want set the password on the server.
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