Titanfall Developer Explains Microsoft's Cloud Service For Xbox One

By Darryl Kaye on June 25, 2013, 8:40AM EDT

Following lots of confusion about Microsoft's cloud, which will be used to host games running online, one of the developers of Titanfall has looked to explain what it all means.

Jon Shiring, who works as an engineer at Respawn Entertainment, has been working on the cloud technology. He claimed that there had been a "lot of confusion online".

In short, Microsoft's cloud is a whole network of dedicated servers, which will be used instead of player hosted servers. He stated that dedicated servers have numerous benefits, such as less lag, less cheats and a much less chance of disconnections. However, he did admit that they come at a cost.

"I personally talked to both Microsoft and Sony and explained that we need to find a way to have potentially hundreds-of-thousands of dedicated servers at a price point that you can't get right now," said Shiring in his post on Respawn's website.

Shiring continued by stating that "Microsoft realised that player hosted servers are actually holding back online gaming and that this is something that they could help solve, and ran full-speed with this idea."

The end result was that Microsoft decided to back Respawn's vision. "The Xbox group came back to us with a way for us to run all of these Titanfall dedicated servers and that lets us push games with more server CPU and higher bandwidth, which lets us have a bigger world, more physics, lots of AI, and potentially a lot more than that!"

Microsoft has made a new technology for the next generation called Azure. It will see a network of 300,000 dedicated servers set up to support the launch of Xbox One and it will allow for improved online performance, but also a significant amount of data storage.

Source: Respawn Entertainment

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