| JerCotter7 said: Would this not cause lag as well? |
Yes, and one of the problems (particularly for multiplayer games) is the fact that it introduces different lags for different people at different times. And should your local server point suffer a hicckup, your data may be temporarily rerouted through Johannesburg, Wladiwostok and Cork (slight exxageration, but you see the problem).
Understanding how cloud gaming works is indeed not rocket science, actually implementing and getting it to work, however, is rocket science. Your game must be written to deal with the cloud, right from the start, obviously. Then all the connections have to be fast and stable, and you beetter have a flat rate for your internet. As of now, crowd-eager people try to cop out by saying that only "noncritical parts" should be clouded, like AI, nonessential physics, "background trees" type of stuff essentially. But noone has the slightest idea how to really get that done (SimCity 5 isn't exactly a good example here).







