Using it more as an example of how things can change.
As for cloud based processing, the problem you are always going to have is latency; 32ms latency is simply too slow, and that's without even considering the processing delay itself. Given games want 16ms (and most of us was lower latency then that), that makes this approach a no-go. Nevermind that there won't be equal distribution of servers; some regions would get royally shafted due to server locations.
[On this point, I remember back when I was doing semi-pro gaming the discussions my group had on server locations (back when dedicated servers were a thing). We eventually chose Dallas as the "least bad" for all parties, but server location absolutely mattered for some people.]