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SvennoJ said:
Actually this means that power of the cloud is a joke. Driveclub servers are just as much 'cloud' as Azure is. Plus sticking it on a bigger network doesn't automatically mean you won't have issues. Writing server code that can split up and scale up indefinitely without bottlenecks is not trivial.
Happens with almost every big release. A direct result of the industry focus on day 1 sales, yet it making more economical sense to base your server code on expected average demand.

It did seem to connect for me once and I saw 1 leaderboard. For the rest all I get is spinning 'busy' icons.

Good thing the offline game has me completely hooked atm. Driving is very satisfying and the environments and lighting are simply amazing. The game offers a nice challenge getting all the stars, no sleeping at the wheel racking up the points. Even after getting all objectives on a track I find myself restarting it again anyway cause it's so much fun. I'm level 24 now, 8 hours played, 80 out of 225 stars, just finished the amateur championship.

This. BTW, what we saw about the cloud up until now is that it's used as the old dedicated servers system, just potentially a lot more flexible. But "the power of the cloud" isn't doing anything new, it just does it, when it works correctly, a lot more efficiently. And even at that, dynamic load balancing and resource allocation already existed before the buzzword "cloud" was invented. About the most hyped use of the power of the cloud, increasing the performances beyond the client capabilities, it has been done since mainframes were interfaced with dumb terminals, but to apply this to soft real time interactive applications like games, the condition is always the same, having not only enough computing power and communication speed available, but also, and just as important, low enough communication latency.



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