Because its really fucking hard to elaborate when I'm working
I'd have to go into very fine detail over specific things
I'm telling you that's what can be done and that's really good enough.
I'm not sitting here saying sensational horseshit like "omg it will allow you to render at 60 FPS with 64xAA with 10x the texture resolution and 30x the polygonal budget"
No.
There is finite limits in which to work with (because of latency and bandwidth), that's why it will be based around "experience" ie it won't really make the game you're looking at much better.
Things that are done in cloud and locally alternate. So when you take an action against an AI opponent or they are within "range" to do the same, local system takes over. When I say structural physics, I mean if it is something you can't directly interact with. When I say weather, I am talking about charting where it's raining, wind currents (which the rendering engine can work off). Right now it's uni directional and like a light switch.
When I'm talking physics of everything, imagine you looking down from a tall building at all the cars moving around, the physics of the cars just driving around are a resource waste, the AI that is controlling the cars are a resource waste.
You shoot one of those cars, local system takes over for physics as its latency sensitive, AI may be shifted locally, animations? Moved from cloud and done locally
Thing is, a lot of pieces in the game environment are not latency sensitive, you wouldn't notice if they were done locally or remotely
But when you interact, local system takes over. When you leave the area or are not directly interacting with these objects, they are then shifted to the cloud.
It's not rocket science.