News Article

    Let’s talk about the Xbox Live Cloud

    Posted by Jon Shiring on Jun 24, 2013
    Filed in News

    Hi everyone! I’m Jon Shiring, and I’m an engineer working with the Cloud technology that you’ve heard about for Respawn’s game Titanfall. I have seen a lot of confusion online and I think it’s worth explaining more about what we’re doing on Titanfall and also more generally about Cloud computing and dedicated servers.

    First, let’s take a step back and dive into the common multiplayer design and talk about why Dedicated Servers are better.

    Player-Hosted Servers

    The vast majority of games will pick a player and have them act as the server for the match. This means that all of the other players talk to them to decide what happens in a game. When you shoot your gun, the server decides if that is allowed and then tells everyone what you hit. Let’s agree to call this system “player-hosted” for simplicity.

    What kinds of problems do you get with player-hosted servers?

    What if one player has great bandwidth, but it’s laggy? Games are having to choose between different player hosts, and have to make hard decisions about which one should be the host, with two different measurements – bandwidth and latency. Sometimes it will pick a host who has good bandwidth, but whose latency isn’t ideal. But we don’t want the game to make compromises on lag and we really want the game to feel the same every time we play. We really don’t want to worry about this stuff – we just want to play and have the game feel good.

    What about host advantage? The player-host has the game running locally on their machine, so they get super low latency access to the game world. You’ve probably seen this in action as some player seems to see you long before you get to see them or their bullets hit you before yours hit them. That sucks. Nobody should have an artificial advantage in a competitive multiplayer game.

    What if the player-host is a cheater? Since the host gets to make decisions about kills, XP, and unlocks and such, it’s really bad if they abuse their power to wipe out your stats, or they cheat by flying around maps and insta-killing people. It’s infuriating, in fact.

    What if the host disconnects? In the “best case” for this, you can do host migration if there’s another player who has enough bandwidth and everyone else can talk to them. If you hit that jackpot, you can migrate from the old host to the new one, which pauses the game and then unpauses when the new player-host is ready to start acting as the server. This isn’t a fun process, and it can fail.

    What if the host’s bandwidth disappears? The game tested the host’s bandwidth at some point and decided that they had enough to host. But someone at their house is now torrenting files and their roommate is streaming Netflix. That “great” bandwidth the game detected earlier is now awful bandwidth, and the other players are lagging halfway through a match.

    What if some players can’t talk to the host? You know all that “Open NAT” stuff? Your home internet router is generally trying really hard to keep bad people out, and games are sort of a weird case where the game is trying to get your router to cooperate and let other players create connections INTO your network. Games need to check if every player can talk to the host and if one can’t then that host won’t work. It makes matchmaking slower, and we hate that. Also, by telling you to open up your router, the game is asking you to reduce the security of your home network in order to make the game work. It would be great if you didn’t have to compromise your security in order to play games.

    What if nobody has enough bandwidth? You got a great group of players together, but nobody has enough bandwidth to actually host a game. You can work around this by compromising your matchmaking a little to make sure that each lobby has a player in it that can be a host. But we don’t actually want compromised matchmaking, so this isn’t a good fix.

    What about players who are paying for their bandwidth or have bandwidth caps? If you have a bandwidth cap on your home internet connection, or even worse, you’re paying for your bandwidth, what happens when you play a game and later find out that the game thought you were an awesome host? Your home internet connection is now slow or you have a huge bill waiting.

    So if I’m hosting, my machine is doing all this extra work on behalf of everyone else? Yes! You are doing more work on your CPU than all of the other players are. This means the game isn’t as cool looking as it could be and everyone else has extra CPU just sitting there. Or worse, their game actually looks better than yours! We think the game should be consistent on every machine in a match. Don’t punish the host with a worse game or leave all of that extra CPU sitting empty on the other players machines.
    Okay, so player-hosted servers have a lot of downsides. So why do so many games use them? They have one really big upside – it doesn’t cost money to run the servers! Running hundreds of thousands of servers can be extremely expensive. EXTREMELY expensive. Like “oh my god we can’t afford that” expensive. So your player experience gets compromised to save (large amounts of) money.

    Dedicated Servers

    Dedicated servers are when a computer sitting out on the internet handles all of the host duties, leaving every client free to just be a client.

    • You can get even more CPU on your dedicated servers to do new things like dozens of AI and giant autopilot titans!
    • Suddenly you have no more host advantage!
    • Bandwidth for the servers is guaranteed from the hosting provider!
    • You can use all of the available CPU and memory on the player machines for awesome visuals and audio!
    • Hacked-host cheating isn’t an issue!
    • Matchmaking can be lightning fast since it’s guaranteed that everyone can connect to your servers.
    • And since the servers aren’t going to go disconnect to watch Netflix, you don’t need to migrate hosts anymore!

    The player experience is so much better. This sounds awesome!

    But it costs a LOT of money.

    This is something I have worked on for years now, since coming to Respawn. A developer like Respawn doesn’t have the kind of weight to get a huge price cut from places like Amazon or Rackspace. And we don’t have the manpower to manage literally hundreds-of-thousands of servers ourselves. We want to focus on making awesome games, not on becoming giant worldwide server hosting providers. The more time I can spend on making our actual game better, the more our players benefit.

    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. Microsoft realized 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 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!

    What is the Cloud?

    Amazon has a cloud that powers websites. Sony has a cloud that streams game video so you can play a game that you don’t have on your machine. Now Xbox Live has a cloud that somehow powers games. Cloud doesn’t seem to actually mean anything anymore, or it has so many meanings that it’s useless as a marketing word.

    Let me explain this simply: when companies talk about their cloud, all they are saying is that they have a huge amount of servers ready to run whatever you need them to run. That’s all.

    So what is this Xbox Live Cloud stuff then?

    Microsoft has a cloud service called Azure (it’s a real thing – you can go on their website right now and pay for servers and use them to run whatever you want). Microsoft realized that they could use that technology to solve our problem.

    So they built this powerful system to let us create all sorts of tasks that they will run for us, and it can scale up and down automatically as players come and go. We can upload new programs for them to run and they handle the deployment for us. And they’ll host our game servers for other platforms, too! Titanfall uses the Xbox Live Cloud to run dedicated servers for PC, Xbox One, and Xbox 360.

    But it’s not just for dedicated servers – Microsoft thought about our problem in a bigger way. Developers aren’t going to just want dedicated servers – they’ll have all kinds of features that need a server to do some kind of work to make games better. Look at Forza 5, which studies your driving style in order to create custom AI that behaves like you do. That’s totally different from what Titanfall uses it for, and it’s really cool! So it’s not accurate to say that the Xbox Live Cloud is simply a system for running dedicated servers – it can do a lot more than that.

    How is this different from other dedicated servers?

    With the Xbox Live Cloud, we don’t have to worry about estimating how many servers we’ll need on launch day. We don’t have to find ISPs all over the globe and rent servers from each one. We don’t have to maintain the servers or copy new builds to every server. That lets us focus on things that make our game more fun. And best yet, Microsoft has datacenters all over the world, so everyone playing our game should have a consistent, low latency connection to their local datacenter.

    Most importantly to us, Microsoft priced it so that it’s far more affordable than other hosting options – their goal here is to get more awesome games, not to nickel-and-dime developers. So because of this, dedicated servers are much more of a realistic option for developers who don’t want to make compromises on their player experience, and it opens up a lot more things that we can do in an online game.

    Wrapping up…

    This is a really big deal, and it can make online games better. This is something that we are really excited about. The Xbox Live Cloud lets us to do things in Titanfall that no player-hosted multiplayer game can do. That has allowed us to push the boundaries in online multiplayer and that’s awesome. We want to try new ideas and let the player do things they’ve never been able to do before! Over time, I expect that we’ll be using these servers to do a lot more than just dedicated servers. This is something that’s going to let us drive all sorts of new ideas in online games for years to come.

    I know this got pretty technical and long-winded, so I thank you for reading this far. Hopefully I’ve cleared some things up, and you can see why I’m so excited about what Microsoft has done here and how it is letting us do awesome new things for our game. I’ll see you online in the spring to play some Titanfall on our dedicated servers!


    1. Nice article! Thanks for the info :)

      Posted by nemohhtv on June 24, 2013 12:06 pm
    2. Where do I buy this guy a cookie?

      Posted by cephwalka on June 24, 2013 12:06 pm
    3. Great info, but I’m sure the fanboys are gonna still find something to hate on or compare this too. I already worked w/ azure and know it can be a robust platform for managing servers. And I can’t think of a better software to handle it!

      Posted by blackronin357 on June 24, 2013 12:42 pm
    4. Man, next time we’re providing a link for how to send us cookies. Cookies are delicious.

      Posted by Abbie Heppe on June 24, 2013 1:27 pm
    5. Excellent read. I can’t wait to get my hands on this game. We at This Xbox Life Podcast have been so excited about this game since it was revealed. I am so glad that you went with the Xbox platform. You guys make the best games there are and I am so excited to play Titanfall. Its gonna be awesome. Thanks for pushing games in a new direction and being willing to take a risk.

      Posted by wingman709 on June 24, 2013 1:40 pm
    6. Thanks for taking the time to help us understand. It seems from your write up that MS’s Azure servers are primarily just dedicated servers but have potential to be more than just that but there’s a lot of confusion still about what that means. I have a few questions if you don’t mind.

      Is it practical to use cloud computing for enhancing graphics by freeing up resources on the local end? If so, how much of a difference can it make?

      Do you expect single player games to make use of cloud computing?

      I read somewhere that this technology can make it possible to have 10,000-100,000 enemies on your screen at once. Is this true?

      Does this open a new realm of advanced ai that has not been possible before due to hardware limitations?

      Thanks again and congrats on getting ign’s best game of E3 award. It certainly looks fantastic.

      Posted by yuber on June 24, 2013 1:55 pm
    7. Hi, i live in south america, this means that i will a have a high ping because i don’t live near an azure server???

      Posted by damageincall on June 24, 2013 1:59 pm
    8. This is basic information that many tech heads already know. But what I want to know is how the Xbox Live cloud will enhance the game.

      In what way will it make a game be better then any other online game?

      Dedicated servers is old news for the most of us. It’s this magical cloud power and the words that XBO will have so much power from the cloud that makes the console so powerful.

      Even more powerful then the PS4 that has technically better hardware.

      Posted by larzen on June 24, 2013 2:01 pm
    9. Its great to see this sort of thing explained a little more in depth, but not so technical that I couldn’t understand it. I love how the team at Respawn seem to present themselves as “down to earth” game developers. They are at the top of their craft, yet I feel that I could totally sit down and have a few beers with any one of them and have a great time talking games!

      Posted by jessethezombie on June 24, 2013 2:49 pm
    10. Can I ask what are the possibilities regarding user generated content (ie mods)?
      What about end of life support (ie when you can’t/won’t support the servers anymore because of )?

      Posted by ardyvee on June 24, 2013 3:06 pm
    11. Will the cloud support my titan Harlem shake videos?

      Posted by meeroyjenkins on June 24, 2013 3:21 pm
    12. How does Xbox Live Cloud benefit PC games who may want to rent a server for their team or clan? Will the PC community not be able to rent, customize, or admin servers?

      Posted by supremo on June 24, 2013 3:28 pm
    13. Why does Titanfall need the Azure Cloud for Xbox One, with dedicated servers around the world, and extra processing but PC does not?

      Will PC have dedicated servers? Will they be Respawn’s, Microsoft’s or rentals? Or will PC be “Player hosted”?


      Posted by persianjesus on June 24, 2013 3:30 pm
    14. I appreciate the extra mile you guys are going towards making a seamless online experience for Titanfall. Is Microsoft’s better solution to your need for dedicated servers the reason why you guys chose to make Titanfall only for the One at the moment?

      Posted by assassin77 on June 24, 2013 3:40 pm
    15. thanks! great article!! actually makes sense. Hopefully it shuts up all the fanboys.

      Posted by gt1111 on June 24, 2013 3:51 pm
    16. Thanks for the info, cant wait to play Titanfall.

      Posted by tolrem88 on June 24, 2013 6:13 pm
    17. awesome article great i made the choice to stay with Xbox One

      Posted by oujastrike on June 24, 2013 6:25 pm
    18. Remember when you guys ditched this stuff in Modern Warfare 2? Good times. I am sure it must’ve been expensive to run with all the billions rolling in.

      Posted by hbogard on June 24, 2013 9:04 pm
    19. Thanks for making that clear. Especialy the cloud also hosting dedicated servers for P.C . Awesome nieuws.

      Posted by coryus on June 24, 2013 11:29 pm
    20. Just one more example of why you guys are completely friggin awesome.

      Please make an edition of your game that comes with a model of Betty.

      That is all.

      Actually no it isn’t. I would buy a limited edition Titanfall controller for a high price too.

      Posted by ninjamoomin on June 24, 2013 11:38 pm
    21. P.s. OM NOM COOKIE

      Posted by ninjamoomin on June 24, 2013 11:38 pm
    22. Great article have now pre ordered a xbox 1, and I cant wait to play titanfall

      Posted by norrie on June 25, 2013 12:20 am
    23. Sounds like the “infinite power of the cloud” is just dedicated servers for Titanfall. It won’t enhance graphics, but instead just make it easier and less expensive for Respawn to use dedicated servers for their games.

      I’ll just get the more powerful PS4 then. I knew from the beginning that this “cloud power” nonsense was just marketing spiel by Microsoft.

      Posted by statix on June 25, 2013 1:55 am
    24. Only 10 uses of the word “Xbox”. I’m actually a little surprised. I mean the article is about “the cloud”. “PC” did get 1 show. Ehh, I’m in a snarky mood. Sorry.

      Posted by fsb on June 25, 2013 3:25 am
    25. i guess that means no LAN support for us pc gamers :(

      not to mention that there are only 21 “xbox live ready” countries in the globe, damn

      Posted by crplshepherd on June 25, 2013 4:46 am
    26. Thank you for the education.

      Posted by jibmoney on June 25, 2013 6:17 am
    27. This cloud option will require GFWL or Origin on PC? Why not to use servers system from BF?

      Posted by whatiplay on June 25, 2013 7:28 am
    28. Good stuff, I’m very glad to know Respawn is going to be a forefront of trying to create new and innovative experiences for us gamers. Bold moves, and I applaud you guys for that.

      Posted by edit on June 25, 2013 11:15 am
    29. Good to know folks. It’s nice to see a company be proactive to it’s consumer than failing them.

      Posted by horsesixzero on June 25, 2013 12:00 pm
    30. … nice write up – dedicated servers have always made sense!

      Posted by jrhyan on June 25, 2013 10:48 pm
    31. well sound like is a obtimized server for not lagging and have a low ping….nice but will be buyng PS4, the game is awesome ppl of respawn relese the game for PS4 too…is a realy nice game why dont gamer of PS4 and Xbox one dont play togheter is the same server…..was amazing….relese for PS4 please

      Posted by xtreme on June 28, 2013 8:06 pm
    32. right… had nothing to do with a money hat at all. Of course dedicated servers are better, beyond that… AI? really you’re implementing AI in an MP only game… that is ridiculous.

      Posted by papamudd on June 30, 2013 12:04 am
    33. I can’t believe how fast 3 years has flown by since Respawn started. Immensely excited for Titanfall, really looking forward to experiencing this first hand!

      Posted by jason1980 on June 30, 2013 2:51 am
    34. I’ve read all sorts of complaints, praises, etc. regarding Titanfall’s cloud hosting and this clarifies everything very nicely. Thanks.

      Posted by stormtrooper on July 8, 2013 9:40 am
    35. I have two questions. First, Sony claims they have cloud computing too – is theirs not sufficient for this?

      Second, I don’t understand – why is it that on consoles developers feel the only way to have dedicated servers is to buy them all themselves? PC has been doing this FOREVER and the developer doesn’t spend a penny on servers. In fact, you could actually make money by renting dedicated servers!

      Please explain why the following 3 options wouldn’t work:

      1. Allow people to host a dedicated server on PC for a console game

      2. Allow people to host a dedicated server on a second console for a console game

      3. Have players rent servers from you (perhaps with a p2p fallback option)

      Posted by dillydadally on July 8, 2013 11:50 am
    36. After reading this article, then some of the questions in these comments, it makes me wonder how people could be so dumb. Most of these questions are answered in this article.

      Posted by hydracius on July 9, 2013 12:04 pm
    37. “And since the servers aren’t going to go disconnect to watch Netflix, you don’t need to migrate hosts anymore!”

      The thought of that made me laugh lol

      Posted by xwingvmanx on July 23, 2013 10:05 am
    38. just reading this and watching the demo video for titanfall, if you guys release a multiplayer demo i’m probably gonna end up playing as much as i did the Crysis and Dead Space 3 demos

      Posted by hallucination on July 29, 2013 4:19 pm
    39. I can’t remember any developers going into this much technical detail about the gaming industry and how technology like Azure can shape the way we game from now on. Great post, always appreciate reading these things. Cannot wait for TF.

      Posted by doovdevhs on August 17, 2013 6:10 am
    40. TitanFall sounds so awesome now that if my head could explode, it wouldn’t stop me from playing.

      Posted by jebitron on August 20, 2013 10:07 pm
    41. Hello, i dont get it, will it be possible to me to host or rent an own server for my community on my rules? a cloud is nothing else than a bunch of servers on demand, if you have different locations world-wide and you dont have to pay for everything, its worthy?

      Posted by recki on August 29, 2013 5:09 am
    42. Does this mean that individuals who purchase used games will have to pay to use the server?

      Posted by chucky on September 3, 2013 2:49 pm
    43. I’m a technical guy, and what I want to know is: Are you guys building the TitanFall server component using Azure PaaS (platform as a service) or using Azure IaaS (infrastructure as a service)?

      If you are using Azure’s PaaS, is the platform for games any different than the standard azure platform for apps? Does Microsoft provides any added capabilities specifically tailored to game servers?

      Thank You

      For people that don’t know, the difference is that the PaaS platform locks you in to Microsoft technologies, because you have to design your servers around the way the Azure platform works. This is different than a traditional dedicated server, because you are not only hosting an application unto Azure, you are building your application upon their own framework. But if Respawn is using the Azure IaaS, than it is very easy to move the server to a different IaaS host, such as Rackspace, Amazon EC2, etc. Because your application is not build upon a closed proprietary platform such as Azure PaaS. You still need to change a bit of your code, because you will program for a new IaaS API, but that shouldn’t be too hard.

      If Azure PaaS gives Devs tools that make Game Servers creation easier, than that’s really good on Microsoft, but if it is IaaS, than they are just offering devs cheap cloud hosting and nothing more, which is why I want to know.

      Posted by didibus on September 4, 2013 8:09 am
    44. Thank you so much for pushing for and designing for dedicated servers. And thank you for explaining it so well!


      Also, whatever happened to those cookies and can I get in on that action?

      Posted by macisaguy on September 9, 2013 7:21 pm
    45. Thank you for the explanation! I had a pretty good idea about MS’s cloud servers, but I didn’t know about all of the stuff they could do with them. I think it’s fantastic that they rent them out for you to give us great matchmaking! Keep up the good work!

      Posted by shlugendah on September 10, 2013 6:59 pm
    46. Hmmm…thanks for the article and going to those lengths to try and explain what it means for Titanfall but I think you could you some more research on cloud services and how they work.

      From my understanding, a “cloud” service just means a group of features and services available online that store you’re data and make it and those services accessible from anywhere in the world as long as you have an internet connection. The internet itself can be referred to as a cloud service and is really the parent “cloud” with Microsoft and many other companies having “sub-clouds”. It’s just a word for initiating a visualised representation of a network service and what it encompasses.

      So basically Microsoft will be hosting Titanfall dedicated servers, most likely virtualised for dynamic service scaling. These will be for hosting games as well as game update services, statistic servers and anything else they want to serve out to the public and being virtual servers allows them to dynamically scale up / down various server resources like virtual CPU threads, RAM, HDD space, virtual LAN connections, etc. as the load on the server increases / decreases from players joining / disconnecting and the number of games it is actually hosting (as each server I imagine would host multiple games).

      As each server fills up, the service allows more virtual servers to “spin up” to accommodate the increase in connections and vice versa as they decrease. This in turn saves a lot of money as you are only paying for the resources being consumed rather than buying a set amount of servers based on estimations, current stats and something like a growth / surge factor.

      So basically this just means that Titanfall will be hosted by dedicated servers (yay! :D) and by using Microsoft’s cloud service, it ensures that Respawn get the best bang for buck while also ensuring the players get the best possible service at all times.

      That’s my understanding and interpretation anyway :)


      Posted by hyp3rion on September 17, 2013 7:08 pm
    47. Very instructive. But what do you mean by this? : Hacked-host cheating isn’t an issue!

      Posted by pukin on October 1, 2013 4:46 pm
    48. Very good marketing and completely wrong. Cloud is just a cheap way of provisioning and billing. Battlefield 4 has “dedicated cloud” servers and loads of problems. This misleading statement does provide any higher quality multiplayer experience than player hosted servers. BF4 has rubberbanding, hit detection problems, lag because of the latency so if you are out of money and MS gave the servers away for free just say so. The “technical” explanation is wrong, and with EA the proof is in the pudding. Marketing is great, quality is poor.

      Posted by durazell on December 10, 2013 11:21 am
    49. Looks SIC Respawn, can’t wait till March. Serious question however, do you have a contingency plan for AU/NZ if the Microsoft Sydney and Melbourne Azure Data Centres aren’t complete in time? I’ve pre-ordered for PC and now I’m a little worried knowing how long it takes to build a data centre.

      Posted by zeroffsignal on December 10, 2013 11:05 pm
    50. Well done, looks exciting, can’t wait to get my hands on it.

      Posted by pieceofreese7 on January 20, 2014 9:54 am
    51. as supremo wrote i hope:
      That with the Xbox Live Cloud we will still benefit like other PC gamers, who may want to rent a server for their team, clan and community and that we will be able to customize, or admin servers! greetings of a CoD serveradmin from 2004 till IWNET and matchmaking started the beginning of the end!

      Posted by itse on January 30, 2014 7:12 am
    52. Thanks for the info, I noticed someone wrote in the comments that BF4 is using dedicated servers, however on the Xbox website they explain the only game on xbox live that is currently using dedicated servers is the new Forza. It will be a great day when all the mainstream shooters follow your lead, and Microsoft has claimed Halo5 will use then too so I hope that day isn’t far off.

      Posted by xxlantzxx on February 5, 2014 9:52 pm
    53. Great read! Thanks for spelling it out for us.

      Posted by onebagtravel on February 14, 2014 1:13 pm
    54. sounds like iwnet 2.0 to me.

      Posted by born2expire on February 14, 2014 9:19 pm
    55. Great article!

      Posted by sgtbarone on February 15, 2014 5:33 pm
    56. yeah the titanfall beta gaming feeling was so incredible smooth …

      hope that is in the final version the same ! then it will be the best !!!!!!

      Posted by pay4that on February 16, 2014 8:59 am
    57. and a server in brazil??? the ping its incredible high and lag absurd

      Posted by mechaniloihd on February 18, 2014 8:33 pm
    58. That is why I’m starting to hate COD, I have been playing it since MW1 but with all the money they are getting how comes they don’t have dedicated servers?! Thank you Respawn to go the extra mile for the players.

      Posted by chemamx on March 5, 2014 2:01 pm
    59. So the article is pretty good overall, except you don’t ACTUALLY explain what the Xbox Live Cloud is. All you say are the things you “don’t have to worry about,” and then say that it is cheaper for MS to use because they don’t have to go all over the world finding servers and thus makes it a realistic option for devs. So how are the Xbox Live Cloud servers actually used (for example, with Titanfall), and how/why are the less expensive than normal dedicated servers? Why wouldn’t all devs (pending they have the resources) use this model for server hosting? For example, I would love to see 343i use this resource from Microsoft to give Halo non-player hosted, dedicated servers.

      Posted by force410 on March 10, 2014 5:23 am
    60. I hope to see innovative uses of the cloud! :) I think it would be best to do things that will actually be used by the cloud but once it’s done, it’s saved on the console. Like bots that get better as they learn from player habits and actions, that developed AI is gathered and installed on the console as DLC.

      Posted by capo on March 14, 2014 1:46 pm
    61. One more thing, even mechs can be programmed to learn your behavior and better help you when you exit the Titan and want it to follow you. It can also learn from enemies and become smarter when operating on its own. Titan Avatars!

      Posted by capo on March 14, 2014 1:48 pm
    62. meh would have rather heard the technical nitty gritty…. who cares if they cant understand it as long as it sounds technical and looks professional the explanation will be as far as they look into it…….

      Posted by coldflo on March 27, 2014 1:21 pm
    63. What if the game was stored and streamed directly from the cloud to the users pc? Would this eliminate aimbots and cheaters since they wouldn’t be able to hack the exe? Since it would be on the cloud?

      Posted by vaalix on May 7, 2014 4:53 pm
    64. Recent times when net has so often gossip mongering and clog; your proportion really refreshes me.
      wilbur theater

      Posted by mika1 on July 6, 2014 3:51 am
    65. I still wonder one thing. Is distance from the servers a factor in the connection? For example, I’m off of the West Coast servers and the average ping I get is 58ms. Is that distance or because I only have a 23ish megabit download speed and 2up?

      Posted by sparchief117 on July 21, 2014 10:28 pm
    66. XBox with cloud??? woooogh that’s great sir!!! wish laptop bekas website use private cloud to host.

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      Posted by widi303 on October 14, 2014 3:41 am
    68. Hello everybody! I’m Jon Shiring, and I’m an engineer dealing with the Cloud engineering that Titanfall was found out about for by you’ve. I’ve observed lots of distress on-line and that I believe it’s worth detailing more by what we’re performing on Titanfall as well as more usually about specific machines and cloud-computing.

      First, let’s have back a stage and plunge in to the multiplayer style that is typical and discuss Dedicated Servers are not worsen.

      Participant-Located Servers

      The great majority of activities also have them behave as the host for that complement and may choose a participant. Which means that the other players all talk to them to determine what goes on in a game. The host chooses if that’s permitted after which informs everybody that which you strike whenever you take your weapon. Let’s accept contact this -hosted” for ease.

      What types of issues would you get with participant- machines that are located?

      Imagine if one-player has bandwidth that is excellent, but? Activities are experiencing to select between various participant hosts, and also have to create difficult choices about which must be the sponsor, with two diverse dimensions – latency and bandwidth. Occasionally it’ll choose a sponsor whose latency isn’t perfect, although that has great bandwidth. But we don’t need the game to create compromises on lag and we want the game to have each time to the same we perform. We truly don’t wish to be worried about this material – also have the game feel well and we would like to perform.

      Think about sponsor benefit? The ball player-sponsor has got the game operating locally on the device, so that they get super-low latency use of the game planet. As some participant appears to observe you well before you can observe them You’ve possibly noticed this . That hurts. Nobody must have an unnatural benefit in a game that is competitive.

      Imagine if the ball player-sponsor is just a spouse? Because the sponsor reaches produce decisions XP, and unlocks it’s not truly good when they neglect their capacity to eliminate your numbers, or they cheat by traveling around insta and routes -killing people. It’s frustrating, actually.

      Imagine if the sponsor disconnects? If there’s another participant that has bandwidth within the for this, you certainly can do sponsor migration and they can be talked to by everyone. Should you strike that jackpot, you are able to move towards the fresh one, which breaks the game after which unpauses once the fresh participant-sponsor is able to begin performing whilst the host in the aged sponsor. An enjoyable procedure is isn’ted by this, also it may crash.

      Imagine if the bandwidth vanishes? The game determined they had to sponsor and examined the host’s bandwidth sooner or later. But somebody at their property has become torrenting documents as well as their roommate is currently loading Netflix. That bandwidth the game discovered earlier has become bandwidth that is terrible, and also the additional people are currently lagging almost via a complement.

      Imagine if the sponsor is talked to by some people can’t? You know that NAT” material that is “Open? Your house web modem is usually currently attempting very hard to maintain out poor people, and activities are kind of a situation where the game is attempting to really get your modem allow and to work people that are different produce contacts INTO your community. Activities have to examine if one that sponsor won’t function and if every participant may keep in touch with the sponsor. It creates slower, and that is hated by us. Additionally, by telling your modem to open, the game is asking to be able to create the game function you to lessen the protection of one’s home-network. It’d be excellent should you didn’t have to be able to enjoy activities to bargain your protection.

      Imagine if nobody has bandwidth? Nobody has bandwidth to really sponsor a game, although you got an excellent number of people collectively. You are able to work this around by diminishing your dating only a little to ensure that every reception includes a participant inside it that may be a number. But we need affected matchmaking a repair that is good.

      Think about people who have hats or are spending money on their bandwidth? When you even worse, you’re spending money on your bandwidth, or have a bandwidth limit in your house web connection, what goes on whenever you later discover the game thought you had been an incredible sponsor and perform a game? Your house web connection has become sluggish or you’ve an enormous statement waiting.
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