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HoloDust said:
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.


Awesome post. Thanks.