EventHorizon
Member
No, Azure is the cloud. It's a server platform that does in fact scale automatically and it does have features that allow it to crunch big data.
The drivatar data is stored and algorithms are crunched in the cloud, in scale. That requires a platform...to be programmed...that they didn't have to spend as much time on if they would have had to build it themselves.
You're still missing the fact that this is all about time. Time spent on one thing versus another. Dan says very clearly that the access to Xbox Live Compute, in the context of their drivatar technology, allowed them time to spend on other things.
Wanna try again?
Azure does not write the algorithms for you. It is simply a platform for running code on another machine. It is like remoting objects in C#. You could run the same algorithm on the console if you wanted to without ever touching Azure. Turn 10 did exactly this in prior versions of the game with their use of a training mode to create custom Drivatars.
You are missing the point that time spent adding a non-local feature to the console can't be used to get extra time in optimizing the code running locally on the box. Here is a thought experiment for you. What would have given Turn 10 more resources to use in optimizing Forza 5: Using Azure or totally dropping the cloud avatar feature altogether? The answer is obviously the second.
Using Azure is a net negative on the available resources needed for development. Now you might say that is was worth it to get their Drivatar implementation, but that is a priority decision on their part. They simply viewed having cloud drivatars worth the resource cost. The best that can be said is that Azure reduced the cost needed for the feature. You can not say that it created more time than it cost.