That's not how it works with games now and would actually be a step back.
It's pretty much all or nothing.
Commit everything to the cloud (onLive failed miserably btw) or keep it to the local client.
It's not about where the processing power is, it's about how long away it is. That time is crucial.
OnLive got its funding as an IPO only because of their strict testing environment which pretty much equated to requiring your ISP to have direct backbone access to where their datacenters were.
Learn some cpp and start digging into an engine to get a better idea of how a game actually runs. Unity or CE3 should do.
As it stands, you say cloud without really comprehending the mechanics behind it.
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