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Vince Zampella's view on Xbone using the cloud.
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Vince Zampella's view on Xbone using the cloud.
[ltr]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. "It’s better to do it on the cloud," Zampella said. "It’s more secure. It’s a better experience. It also lets us focus on the experience we’re 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.[/ltr]
[ltr]It's not just that.[/ltr]
[ltr]The cloud servers, Zampalla said, are "dedicated servers so there’s no host advantage. The game spins up fast." No host system has to be bogged down with that grunt AI. "When that’s handled on the cloud, now it’s the same experience, it’s not lagging for you. If I’m the host, and I’m calculating AI on my box or if we’re 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.[/ltr]
[ltr]It's not just that.[/ltr]
[ltr]The cloud servers, Zampalla said, are "dedicated servers so there’s no host advantage. The game spins up fast." No host system has to be bogged down with that grunt AI. "When that’s handled on the cloud, now it’s the same experience, it’s not lagging for you. If I’m the host, and I’m calculating AI on my box or if we’re 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.[/ltr]
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