I think it's mostly a PR point. Microsoft developed games will likely use it, and some multiplayer games, but I can't see most developers creating a single-player cloud-using game knowing that internet speed will vary greatly from one customer to the next, if they're even connected at all. How do you plan around that? Besides, we're talking about custom engine work, unless Epic or CryTek makes the modifications themselves. If it's a multi-platform title, then that's a lot of extra effort.








