Read the full article here: http://www.eurogamer.net/articles/digitalfoundry-titanfall-tech-analysis
Titanfall will be using Source Engine:
On dedicated servers, the cloud and AI:
60 FPS, 1080p?
Lots of quotes omitted, so check out the full article including 60 FPS footage available at Eurogamer.net
Edit #1
On the Engine choice by a Respawn Employee on GAF:
[...] Respawn Entertainment comes from the shadows with its debut sci-fi first-person shooter, Titanfall. Described as a multiplayer-only experience for Xbox One, Xbox 360 and PC, the team builds on a well-established pedigree in console FPS design by working from a "60fps first" template - adding frills only where it fits around that core ideal.
Titanfall will be using Source Engine:
Advantages of using the engine also include strong support for networked play, low latency controls owing to a streamlined rendering pipeline, compatibility with multi-core setups, and excellent optimisation for x86 platforms.
Curiously, the biggest deciding factor in going with Valve's tech now has little bearing on its development. During an interview with Polygon, Respawn software engineer Richard Baker says the original reason the team went with the Source engine had much to do with wanting "an engine that would work with PS3, because that's the riskiest platform in current-gen". The call came following the high quality delivery of Portal 2 on PS3 back in 2011, but with next-gen platforms looming large, the project quickly jumped ship to Xbox One.
On dedicated servers, the cloud and AI:
The use of the Xbox One's dedicated servers suits this single-meets-multiplayer design nicely. In theory, it means all AI actions are better synchronised for each player in a party, rather than having every interaction pass through a host and thus incur lag for the client majority.
However, the actual benefits of Xbox One's cloud computing remain uncertain. The promise is that AI and physics calculations are handled remotely, from the 300,000 servers set up by Microsoft's cloud service, Azure. News that a 360 version is also in the works by a different, as-yet unnamed studio, raises many questions as to how such exclusive next-gen features will work for older tech - if it all - and whether the PC version matches up in this sense as well.
Looking for practical evidence of it during the demo, the AI element is accounted for by the many CPU players, whose decisions can feasibly be determined by a remote, host machine. On the other hand, physics-based interactions are kept to such a bare minimum in Titanfall that it's not clear where any external influence comes into effect. The demo shows a largely static level by design, with no procedural damage to the environment in the manner of Battlefield 4 or The Division, nor rag-doll physics - everything is set in stone, and not even the grass or trees animate. Even so, the chosen level speaks volumes about Respawn's art direction, eschewing the deep brown and green hues of its Modern Warfare titles for something with a broader, more colourful palette.
60 FPS, 1080p?
In the pursuit of 60fps, something has to give way though - and it usually comes to light when looking too closely. It's the uncanny facial animations during NPC briefings, the rough-looking textures on Titan interiors and billboards, and what seem like scaling artifacts that betray either Titanfall's early development status, or its commitment to being about gameplay first, appearances second. The jaggies are a curious point in particular; even judged by the high quality feed we have availability direct from the Microsoft E3 conference there's more sub-pixel shimmering and rough edges than any other game on show, which suggests this may not be a full-blown 1080p title in its current state. From what Respawn has announced so far, the 60fps bullet-point is proudly announced, but it remains tight-lipped on what native resolution is intended for the final game.
Little is held back in the realm of effects work either. To our count, there's full-screen motion blur, lens flares, plus high grade alpha for sparks, smoke plumes trailing behind rockets, and no restraints on particles spraying from ruined Titan foes - though again, physics-based action seems minimal outside of crumbling machinery.
When it comes to that crucial point of performance, Respawn is true to its word in delivering a bridled 60hz response during its E3 demonstration. Not a single frame is repeated over the four minute stretch, producing a monotone reading at the head of the frames-per-second axis. Having double-checked many thousands of these frames by eye after the automated pass, we can confirm that it runs with v-sync engaged at full-blast 60fps regardless of the intensity during battle.
However, it remains unconfirmed whether what we're seeing is running on bona fide Xbox One hardware, or if the Xbox controller prompts seen on-screen are simply a show of gamepad support for the PC version
Come Titanfall's Spring 2014 launch, the ideal point of entry for many will be on PC - and pleasingly, you won't require Windows 8 to run it. Bearing in mind a long working history with Valve's immensely scalable Source engine, there should be strong compatibility with a range of PC hardware. Having the game play out over two co-existing scales is sure to be a meticulous balancing act for Respawn though, and the chaotic backdrops and foreground effects lead us to wonder in what cut-down state the Xbox 360 port will launch. For the Xbox One version, however, we're much more assured everything will remain intact. However, we'll have to see whether the flawless performance metrics seen here match up to the real deal nearer release.
Lots of quotes omitted, so check out the full article including 60 FPS footage available at Eurogamer.net
Edit #1
On the Engine choice by a Respawn Employee on GAF:
For those expecting "normal" Source engine - don't. Those super smart coders (like Calen in this thread!) have re-written a massive amount of the codebase. The renderer is completely new (multi-threaded, DX11, 64bit, etc.), along with all the sound code, netcode, input code, etc. There's a lot of cores on the Xbox One, and the coders are actively working on utilizing them as much as possible.