Xbox Live Compute will allow game developers to utilize the scalable computing resources that Microsoft deploys within their regional datacenters, as well as afford them the opportunity to go above and beyond the limits that physical hardware imposes on the creator. It will offer them massive server resources without studios having to deal with the the growing pains associated with building, managing and running servers at scale. Best of all, it will be free to all developers.
In an update on Xbox Wire, Lead Xbox Live Program Manager John Bruno wrote on the topic of dedicated servers and how the Xbox Live cloud will enable all games to utilize their advantages.
“If you have played a lot of multiplayer games, you know that playing on dedicated game servers has advantages over peer-to-peer gameplay,” he wrote. “With server-based multiplayer gaming, not only can more players play the game (think hundreds of players simultaneously), the gameplay will be much more reliable for the players. No more host migration interruptions, suboptimal experiences for the host, home network NAT constraints, or player cheating! Additionally, Xbox Live Compute can be utilized to persist game state so that your squad can live to fight another day without losing any progress. A great example of a game that is using Xbox Live Compute for their dedicated server multiplayer experience is ‘Titanfall.’”
Microsoft director of product planning Albert Penello later confirmed via Twitter that the free Xbox compute resources will indeed include dedicated servers for all Xbox One games.
The Xbox One hits retailers November 22 in North America.