I'm not sure how the cloud will work for real-time stuff, but I can see how it could work for non-real-time stuff where you need a lot of calculations."
Battlefield executive producer Patrick Bach
Bach says calculating AI in the cloud sounds "gimmicky" because "it needs to be real-time". "It doesn't matter if you send it up to a cloud and it takes only a second, it's still a second too late. I want it the next frame."
Rather, Bach says cloud computing will be effective for calculations that would otherwise be slower on a local computer. "But real-time and cloud to me sounds right now very tricky. I haven't seen an actual application for it. I'm not sure how the cloud will work for real-time stuff, but I can see how it could work for non-real-time stuff where you need a lot of calculations."
In the wake of E3 and its hundreds of announcements, Xbox One's cloud remains a murky, troublesome concept. What happens if your internet connection cuts out? Do physics and AI suddenly act dumber? How will the various versions of multiplatform games differ because of it? How will the Xbox One version of Titanfall differ from the Xbox 360 version? Who's going to pay for all of these servers? Publishers? Gamers? And what of the PlayStation 4? Will Sony offer a similar "power of the cloud" pitch, perhaps fuelled by Gaikai? Microsoft's solar system prototype helps us better imagine how games may benefit from the cloud, but it seems we'll have to wait a couple of years before its power manifests itself - if at all.
"I can spin up 10,000 virtual servers per host. They would just all suck. Saying 300k when they are virtual is a lie."
The Witness developer Jonathan Blow
Some see no need to sit on the fence. The Witness developer Blow took to Twitter to criticise Microsoft's 300,000 servers claim. "I can spin up 10,000 virtual servers per host," he said. "They would just all suck. Saying 300k when they are virtual is a lie."
At the end of the Xbox 101 presentation, Henshaw is asked whether the 300,000 servers that will be available when the Xbox One launches are all physical servers or a combination of virtual machines. "We haven't gone into that level of detail yet," is all he'll say, somewhat tellingly.
"Game developers are some of the most creative people on the planet, and they create games with requirements to light up some of the most brilliant, imaginative experiences," Henshaw concludes.
"Sometimes those will work totally fine locally. Sometimes they will go beyond what an individual device can do to use the cloud. But different games will have different requirements and different behaviours based on the imagination of the developer of the game."