It's easy to apply todays standards. Titanfall was released 11 years ago, and ran on an Xbox 360, and a Core 2 Duo. MP3 was a patent encumbered format. There's a fun DF article [0] where they say:
> Titanfall accesses Microsoft's existing cloud network, with servers spooling up on demand. When there's no demand, those same servers will service Azure's existing customers. Client-side, Titanfall presents a dedicated server experience much like any other but from the developer and publisher perspective, the financials in launching an ambitious online game change radically.
Things changed _massively_ in games between 2014 and 2017 - we went from supporting borderline embedded level of platforms with enormous HW constraints, architecture differences, and running dedicated servers like the 90's, to basically supporting fixed spec PCs, and shipping always online titles running on the cloud.
[0] https://www.digitalfoundry.net/articles/digitalfoundry-2014-...