You could maybe stream in animations when you need them, those 75MB of animations would probably take over a minute of a every day connection so you could probably stream them in but you'd have to start very very early.
Sure, but so what? I mean, streaming in anims can take several mins for all the player cares. So long as the player isn't directly interacting
immediately with the objects in the scene playing out these cloud-computed anim sequences it's not something players will notice. Some could even be streamed in and 'pseudo interactive' via triggering. I gave an example of an avalanche earlier where as you get close to a mountain perhaps the cloud computes a large scale physics-based avalanche/destruction animation that is streamed in and waiting to be triggered by the player.
Physics, physics is something that is latency dependent so unless the player has 0 interaction with it at all and its just something akin to a cutscene then I don't really see it being doable.
Not
necessarily true. There is a LOT more physics going on in a game than I think you realize. If my character jumps into the air, as he is in the air the game physics should know where/how he will land and can compute what impact that could have physically on the game world. For instance:
Note that the player could potentially be in the air for many frames before the effects of the landing need to be displayed. Depending on how long an object (player, car hurling through the air, etc) is in the air the impact animation on whatever it collides with would be there waiting to be displayed by the time the collision takes place.
Also, don't underestimate physics-based animations like the one below:
The reason this scene here with the bridge is so amazing visually is due to the richness of the detailed, realistic, physics-based animation playing out on screen. Sure, something like this wouldn't be interactive, but again, say in the game the player can influence the trajectory of the boat slamming into the bridge, what objects are on the bridge, etc. The boat would take a good chunk of time to actually initiate said collision, so that kinda thing should be doable int he cloud too. This again would be loosely interactive/dynamic. If ya don't like that terminology you are welcome to call it what you find more appropriate.
Hmmm...anyone happen to know how big a typical, fully scripted
in-engine cutscene is in terms of memory? That is basically nothing but physics/animation scripting usually afaik, so maybe that can help us get more of an idea specifically on the really complex anims like the scene above.
AI maybe. as long as its only over arching crap and not actual play interactions as player interactions are also very latency dependent.
I originally thought it couldn't directly affect player combat/interactivity too but someone else here made a good counterpoint to that assumption. You could collect data on player strategic tendencies, compute counter strategies, stream them into the game to the enemies, and that would directly affect their AI. It wouldn't be instant reactions, but in the real world it wouldn't be instant either and you would still be doing something dynamic and interactive. Just with some small delay which given the context would be appropriate anyhow.