To sum EG's article, from things that a typical game engine cycle consists of:
- Game physics (update models)
- Triangle setup and optimization
- Tessellation
- Texturing
- Shading
- Various render passes
- Lighting calculations
- Post effects
- Immediate AI
- Ambient (world) AI
- Immediate physics (shots, collisions)
- Ambient physics
things that seem suited for running on cloud:
- ambient background tasks
- some forms of lighting (though it seems only for static environments)
- background AI
So, according to EG, not that much really can be co-processed via cloud, though it obviously can benefit open-world games with background AI/physics.







