Just yesterday Microsoft explained how the Cloud could be used to empower games and drive entire worlds, and that the “logic” of Titanfall is run entirely on Microsoft’s Azure servers, even when you’re playing by yourself in the tutorial.
The error message that you can see below (courtesy of Reddit user DiamondsWithaZ) shows a possible weak spot of that solution, when the cloud is used to run the entire logic of a fast-paced game like Titanfall.
It’s hard to imagine workarounds for games that require their logic to be processed at very quick intervals, meaning that the best application for the cloud is the kind of game Microsoft’s Frank Savage brought as an example yesterday, requiring high-scope but slow-paced updates from the cloud, and that can go on for a long time without that input before the simulation starts failing.
Titanfall is basically a prototype of the application of this kind of cloud computing for Microsoft, so we can definitely expect things to improve in the future. How much will they improve? We’ll have to wait and see about that.