Ars Technica recently sat down with General Manager of Redmond Game Studios and Platforms Matt Booty to ask some questions about the Xbox One and cloud computing.   Booty  what “latency-insensitive computation” support from the cloud for the Xbox One means exactly. “Things that I would call latency-sensitive would be reactions to animations in a shooter, reactions to hits and shots in a racing game, reactions to collisions,” Booty said. “Those things you need to have happen immediately and on frame and in sync with your controller. There are some things in a video game world, though, that don’t necessarily need to be updated every frame or don’t change that much in reaction to what’s going on. One example of that might be lighting,” he continued. “Let’s say you’re looking at a forest scene and you need to calculate the light coming through the trees, or you’re going through a battlefield ...

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