Perhaps most intriguing, however, is that Xbox One gives game developers the ability to access Microsoft’s Azure cloud computing platform. That leads to a few obvious and immediate applications: All your downloaded and installed games and achievements are synced to the cloud and can be accessed and played without interruption on any Xbox One you sign in to; stable, dedicated servers for every multiplayer game rather than the notoriously fragile practice of hosting matches on one participant’s console; even multiplayer matches that can grow to 64, even 128 participants, rather than the usual limit of 16 or 32.
But other possibilities also come to mind. If developers are able to offload significant chunks of processing power to the cloud—conceivably even fundamental game mechanics like physics engines or collision-detection systems—that frees them to use local processing for even more intensive processes. In other words, the possibilities are limited only by the imaginations of thousands of game programmers. “It’s not like on day one, everyone will have figured out how to take advantage of that power,” Whitten says. “It’s just one of those stakes we’re placing.”
http://www.wired.com/gadgetlab/2013/05/xbox-one/