Apple TV is a rethinking of users’ relationship with hardware and games
polygon.com
polygon.com
This puts a hard limit on the top end of visual fidelity and good game experience, because the dreaded "level loading" screens that are already approaching difficult and punitive with assets uncompressing in streams directly off of local storage would now be impossible with those assets streaming over radically more limited network connections.
That said, it looks like Apple is aiming for the very casual, phone-like market for their device, especially considering the hard requirement that the remote must be usable to game with; so that's a cap too.
It'll be interesting to see if their apparent belief -- that there is an untapped market of people who want to play games on their TVs that is nonintersectional with the set of people who already play games on their TVs -- is true.
as far as I understood the SDK docs, iOS doesn't start purging downloaded assets until it's put in the position to having to download more than there is space for.
So unless people have very full devices and are constantly switching apps, you won't have to redownload assets.
I don't think that's Apple's belief. From what I see, they just want to take their current gaming userbase—people who own iOS devices, especially kids—and give them a TV "console" to run local-multiplayer versions of those same iOS titles, letting them re-use their iOS devices as controllers.
It's effectively nothing more than a NUMA-processing extension to AirPlay.
However, if it turns out that this works out in Apple's favor, then this provides a huge benefit for users as their devices will last much longer than they do now.
I can see how the initial reaction of game developers is to think "this can't work. I can't do this", but I also have a feeling that with time solutions will present themselves and apple might also weaken the limits a bit where needed.
The article is quoting Binding of Isaac: Rebirth as something that can't possibly happen on AppleTV due to this and I honestly doubt that. At no point in time are all assets visible on screen (heck - novice players will require a long time before they see anything but the first two levels - the game is hard)
I'm convinced that the assets could be split into multiple chunks and delivered as needed.
Then over time, as so far iOS does never expunge downloaded assets until the system is under memory pressure, the game would remain installed in full as long as people actually use it (BoI:R is way smaller than the 20GB total limit right now).
Is all of this different from what we're used to? Sure. Does it make some classes of games completely impossible? I don't think so. It'll just take some getting used to, but the limitations actually enforce better architecture design, so they might even be a very good thing overall.
The difference here is that those lumped-together levels live in the cloud and can be cached to system storage ahead of time (although faster players or those with slow network connections may need to wait for chunks to cache).
Hilarious to me that if you even softly criticize Apple you have to do it anonymously in fear of retribution. Must be an awesome company to work with.
When you run a business, you avoid criticising any company you rely on. You don't start a war with credit card companies, your hosting provider, your lawyers, your accountants, your insurance company, your building management or others unless you're prepared for them to give you bad service or drop you entirely.
Apple have the power to make and break small businesses dependent on the App Store which sucks but that power isn't unique (most of the services I listed above could do the same thing). If you can't be diplomatic to essential business partners, you're going to get abandoned.
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The emphasis on storage seems to indicate that they see storage limitations as a user experience problem. But if they'd stop gouging on storage upgrades, that would improve the user experience immensely, especially if they bumped up the storage on the bottom-end iPhone. In the other direction, the fact that they do gouge seems to indicate that they see storage limitations as a profit opportunity, so it's weird that they're trying to make it less important.
Maybe this is just the result of internal conflicts. Hardware doesn't want to upgrade storage, so software tries to mitigate that.
However, doing the reduction in assets means that people using their devices in places where speeds are not great also get a benefit.
And then you have games with 300MB save files. Which is a huge problem since you only get 1GB of cloud storage for saves. So you end up deleting most.
I care about efficiency. I like that my iPhone charges in 45 minutes unlike the multi hour charges of the ~3,000+mAh devices I've owned. I like small downloads. The Apple TV isn't going to have the power of a dedicated console. There's no reason to download 40GB of texture data.
'Cloud' seems like it's becoming an end in itself. Put it in the cloud and give it more cloud because cloud.
Just like streaming video overtook non-streaming video—and streaming audio overtook non-streaming audio, I imagine this is going to be pretty universal very soon.
But I'm sure we'll see this improve over time.
Yes, it would look crappy and some non-essential stuff would be drawn as something similar to wireframes, but you could actually play the game.
This was really impressive to me and also confirmation that what Apple is asking from the developers now must absolutely be possible.
I remember being really impressed by that and it felt like the future. But kind of forgot about it since I didn't see it much until the PS4 and Xbox One, though they tend not to do it even remotely as well.
Oh, I had forgotten about that—I tried WoW briefly just after WotLK came out. And Diablo 3 has the same as well. I definitely was a fan of it. I hope Apple's implementation works as nicely.
Which is cool, and I hope it works out well (I'm somewhat concerned about games where you can have a bunch of saves to different parts of the game, any of which you could load—or something like Skyrim where you can fast travel to anywhere at almost any point). But if that works perfectly, it'll be at best unnoticed :-) Whereas the faster start time will be noticeable almost every time you download a new game.
I foresee a lot of smaller games without this concern having good success. I don't expect a 10gb blockbuster any time soon on tvOS...
For example, imagine an open-world MMO game. It's fairly simple to keep a "base cache" of low-poly models with low-res textures of all the world areas, and then pull down the asset pack for the "active" area as necessary. Now, instead of a loading screen, each level looks like prev-gen crap for 30 seconds when you first arrive—but you're free to continue interacting with the area, as the better-looking assets asynchronously download and replace the base ones.
This is what people expect for e.g. streaming video—that when your connection chokes, you get a degraded, blocky view that continues in real-time, and then slides back into HD as the connection improves.
My best explanation is that this effort is a prelude to enforcing app thinning on their phones, with the ultimate aim of boosting the market for AAA games. Even a 128 Gb iPad/iPhone 6S can only hold so many 5 Gb+ games - which is a major limitation as the hardware is increasingly capable of "AAA" experiences. If my own experience is any guide, the more a user has to delete those big games, the fewer big games they buy (and, indirectly, the less incentive there is to make them). App thinning might make it possible for a user with a 32 Gb Apple TV or iPhone to have 100 Infinity Sword / FIFA caliber games technically "installed" on their device (and maybe a dozen such games a 16 Gb iPhone), making the platforms more inviting for future big releases.
Still, the whole architecture behind it sounds pretty cool. Remains to be seen if other settop boxes follow this. Really interested in what the data cost will be. Right now, not knowing that cost, I would never want an algorithm to determine what to store/what not to store with something as trivial as games/media. Then again I'm not the target user for something like this. Someone's mom shouldn't have to see the "You only have 0.1GB left, please delete some stuff" message; the ideal UX would indeed be for the system to handle it for them.
What do you mean by the data cost?
True, but it's a device designed around streaming high def video (in fact, other commenters in this thread are complaining about it not streaming 4K video). So if your data usage is a major concern, I don't think the device has much to offer.
Of course it does... On the other hand, I'm not so sure to be content with that loss of control, I'm annoyed already with all the content that I "own" on iTunes but in reality I can't reproduce anywhere else.
So now I must feel happy that Apple can upgrade and delete content/apps from my device when they please? What sadden me most is that probably in a couple of month Google and MS would follow that path too.
In another 2 or 3 years, we'll be back to where we were in 1996, only with native code.
When that point is reached, in the past the user would have been required to go in an delete apps they don't need (or opt to not install the new app because they think they need all of their existing ones).
Now, the system can start to remove some of the mostly unused data in other apps to make room.
I really believe this to be an improvement compared to the past.
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I really don’t see the connection to greed.
The Gen2 could be rooted, and XMBC installed with Addons. It offers a great interface, stylish hardware and using XMBC I can link the apple TV directly to my home Nas and stream media from that. Something I never liked about the appleTV was being locked in to only being allowed media in the 'apple approved way' hence the rooting.
I have a few android boxes but they are just not as tidy
Does not really relate to the post just a random overshare