Xenio is not blessed with clear communication of this ideas in English, which is where a lot of these discussions fall down. I don't know if he has anything more than a general idea either. But those of us with a better understanding can certainly explore what's possible if we factor in time-critical aspects.Well that's a bit harsh, but what about you give examples of things you know/expect to work when being moved server side ?
The only one I know for sure could work is AI in some RTS games since it might be run at low frequency, what else do you have in mind ?
(In details please, so we can construct our own mental images of the process and its consequences.)
Let's break a game down into known components.
User interaction - time critical
Graphics rendering - time critical
Dynamic lighting - time critical
Game physics - time critical
Environment physics - needs to be realtime but maybe some tolerance allowed?
AI - can tolerate some delay (we need to put a value to this)
Environment AI - persistant worlds, non time critical
Environmental transformation (plants growing, buildings ageing, people ageing) - non time critical
Something new we haven't thought of yet?
Within the scope of games, certainly certain genres, I'm seeing opportunities to provide a greater experience than just a console with a BRD drive can support by using online servers, either for data or computation. That's the basis of MMOs, so we know it's possible.