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It will only be substantially implemented in games that require a persistent highspeed internet connection to play. So MMO's and online multiplayer games.

Unless MS only sells consoles in markets with decent and reliable high speed broadband I don;t know that this feature will become a core part of processing any time soon. I think it will be a few decades before all countries will have substantial broadband coverage at relatively low cost. And it's only when [almost] all countries have good coverage and low cost that cloud processing can really become and integral part of the way most games are processed.

What I would like to know is how much console hardware can be freed up if high latency processing can be delivered to the cloud. How much processing capacity in a console, at any given time, it taken up by processes that have sufficient latency as to be able to be seamlessly handled in the cloud? Is it 5%, 10%, 50%, 80%? If 80% of processes are high latency then the cloud could maybe make a console operate like a machine that's 4x more powerful. But if it's only 5% then that doesn't lead to all that much of an apparent improvement.

Like all tech cloud processing will improve with time, and someone's got to take the first step in commercial implementation.

Will this be a case of the early bird gets the worm, or will it be the second mouse who gets the cheese?



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