As many said, latency could be the biggest problem. A latency acceptable and often unnoticeable on cloud office apps, can be eccessive for games and other real time apps. OTOH cloud computing can excel for persistent worlds and MMOGs in general, where it can provide greater availability, reliability, scalability and fault tolerance, while a reasonably low number of small arrays of data per second can be used to describe the interaction between the player character and the world, but this, as noted, could be not viable in simulations, where the faster the vehicle simulated and the higher the detail of the simulation, the higher the refresh frequency of the physics engine and the shorter the latency must be. Obviously programmers can find other uses, but they'll have to find at least one point in their game engines where limited bandwidth and higher latency are acceptable and put there the separation between computations performed on the clients and in the cloud.







