Quote:
Originally Posted by Rathji
I am pretty sure the XBox Live game servers won't be all Azure.
Doesn't really change your point though as storage and authentication are Azure, IIRC, so I would have zero worries about them. Azure is pretty rock solid for something like this.
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Yeah, I'm not sure that EVERYTHING is Azure, so I misspoke there.
Another thing to consider is that the 300,000 figure doesn't specify dedicated physical or virtual. But from an application-level availability perspective, it doesn't matter. Higher number of servers offering a distributed service = higher availability of said service. Performance is a different ball-game, but we all know how virt. allows us to leverage more of the resources of a given physical host.
On the subject of sharing games with friends:
http://arstechnica.com/gaming/2013/0...game-policies/
This might actually result in me sharing games with my friends for the first time since my 8-bit NES. I can pick ten friends and access all their games and vice versa. Sick. Only limitation is that I can't play a game that's already being played by someone else... just like with the current model of physical media, except that I'm also not likely to share physical media with my friends that live in different cities/provinces.