Apologies for the self quote but found some more... I should read properly next timeI think the difference is likely to be Microsoft already do this on an enterprise scale with Azure allowing companies to extend out of their own datacentre to cloud computing when needed.
From the interview it mentioned the OS will have the logic in it to work out when a connection isn't available, then fall gracefully back and handle it without the game coming to a grinding halt. *shrug*
If the platform is to last 7 years like the last, this could be a really big deal in 4 years time when the in box console hardware is getting a bit of a pasting from new games, in particular with the expansion of good quality internet connections.
I think it's quite exciting to be honest, consoles just fundamentally doing the same thing but faster every few years isn't really interesting any more. If MS have managed to really be imaginative and introduce something in a way that could eventually be as fundamentally game changing as when we first got online multiplayer or live voice comms I'm all for it.
I'm sure there will be problems and I have no idea of the details but it could be one of those things we look back on in 5 years time and wonder how people ever used consoles without the massive processing power the cloud could bring to bare.
Interesting times any which way you look at it.
Booty added that things like physics modeling, fluid dynamics, and cloth motion were all prime examples of effects that require a lot of up-front computation that could be handled in the cloud without adding any lag to the actual gameplay. And the server resources Microsoft is putting toward these calculations will be much greater than a local Xbox One could handle on its own. "A rule of thumb we like to use is that [for] every Xbox One available in your living room we’ll have three of those devices in the cloud available," he said.