I thought this same thing, but apparently that's not necessarily true. Certain engines, (e.g. Halo, CoD) are fully/mostly deterministic which means given the same input via a demo file will reproduce the game exactly from a very small file. For any random variances that might happen, required checkpoints are created where all state (location, orientation, velocity, etc. for every in-game asset) information is saved. The input can then be used to continue recreating the replay until the next checkpoint is reached and any random variances are corrected. The more random an engine is, the more checkpoints it needs, and the more data that must be saved which also correlates to higher processing and memory bandwidth usage.Gwynzer wrote:BR needing more expensive servers? nah. The demo recording takes up very little processing power, it's bsaically just saving everything it communciates to players (enemy movements, when guns are fired etc) to another file. The only issue is memory, however that was solved quite easily in the Refractor2.0 days by simply deleting the oldest file when a memory limit was reached. I've g
As far as I'm aware, It's currently unknown to the public how deterministic the Frostbite engine is. I have no doubt that a battle recorder can be created, but the issue may not be as trivial as some believe.
Then again, if I let the paranoid cynic take control, there's a good chance EA is forcing DICE to save the Battlerecorder for BF5/Bad Company 3 to help move units.