Jon Shiring is an engineer working at Respawn Entertainment and he is super grateful for the Xbox Live Compute program that is built on Microsoft's Azure server program. It powers a lot of stuff within Titanfall and Shiring says (via MP1st) that the benefit from those servers is real.

In fact, he claims that it allowed the studio to add elements that "no one's really tried before."
"There’s a lot of things we’re doing in this that’s really different from how any other game has done it before.

"In sort of the traditional model of dedicated servers is you go to your server and that is your home base and you love it. One of the key things that is interesting about the Xbox Live Compute that runs on Azure is that they’ve commodotised servers so much, that we just don’t care. I can ask for a server, use it for 10 seconds, and then go like, ‘ah we don’t need it anymore’ and throw it out.

"We bounce people around server to server, and so you’re hitting a lot of different servers and that let’s us do cool things. But it completely upends the old model of like, ‘I’m going to find my server and stay there forever’. And so there’s been a lot of interesting changes because of that idea that’s gone through everything from matchmaking and skill and how we do the training in the beginning of the game and all these things that are – no one’s really tried before and kind of left everyone scratching their heads for a while when we were figuring out how we were going to do it. But it was really interesting to me."

That's great, but what do the servers actually do? Well, he says that it allows the designers to "go crazy and do things like throw AI in multiplayer and have these ships flying around the world and all these things that in a peer-to-peer hosted game - I know this is a little technical, but in a peer-to-peer hosted game, the bandwidth isn't there."
"You’re not going to find all these home consoles that have the amount of CPU and bandwidth you need to be broadcasting that there’s 400 things moving this frame. It just melts down everything that is there. So once we can just tell the designers, ‘yeah don’t worry about it, just spawn that thing and make it move. It’s fine.'"

And yet, for as much as this Compute system seems to do, it cannot help the framerate and resolution issues on the Xbox One version of the game.

(I am working on a review of the PC version of Titanfall. I was not able to access the PC version of the game until the release date, same as everyone else, media or otherwise. Now that enough time has been put into the game, a review will be forthcoming this week.)