Jon Shiring explains Xbox Live Cloud for TitanFall

Tons of information about Xbox Live Cloud

Jon Shiring is an engineer from Respawn Entertainment (Game developer studios that’s creating TitanFall) has written a lengthy article regarding Xbox Live cloud that explains the majority of  the technicality behind it.

TitanFall biggest feature is the use of Microsoft’s Xbox Live Could servers that allow developers to create new technical shortcuts with ease, as opposed to the previous generation of consoles.

Here is one of the main parts about Xbox Live Cloud from Jon’s article:

“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,” he wrote.

“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,” explained Shiring.

“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.”

Let us know what you think of Xbox Live Cloud capabilities for the Xbox One in the comments below.

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