You heard it here first. (That is, unless it doesn't work.)
You heard it here first. (That is, unless it doesn't work.)
Encoding in something that needs less bandwith does make sense if you try to send the signal through a network connection e.g. to your TV, but none at all if you have a screen next to your computer.
Also, where do you get the impression that the input is small? A typical game now-a-days comes in at multiple gigabytes, nothing small there; tons of high res textures that go into the rendering pipeline - if anything the combined output is much smaller than the input.
It's a fun idea. I don't think it makes sense for video games, because video compression formats are designed for, well, video (i.e. 2D moving pictures - the videos that compress best with current tech tend to be animation, with large areas of flat colour that move around). It would be a good fit for moving-pictures animation, something with the kind of motion that 2000s-era Flash animations had (or Inferno Cop for a recent example) - but to be successful with that style you want either beautiful hand-drawn art (like e.g. Child of Light) to make up for the lack of motion, or at a minimum you want clean vector lines. Video formats handle non-predicted parts more like jpeg, so you'd end up with a bunch of blocky and muddy shapes that moved around like a flash animation - not an aesthetic that I imagine appeals.
For a demoscene-style "minimal filesize" way of creating visuals it would make sense, except that the graphics card already has a lot of hardware for rendering 3D scenes from geometric primitives, and those tend to look better. I mean, ultimately the way you use video decompression hardware rather than generating pixels in general-purpose code is that you ship a video file rather than an executable that renders video - and video compression has a long way to go to catch up with procedural generation. I see this pretty directly as I sometimes render and encode videos (from MikuMikuDance), and a few hundred kilobytes of models, textures and motions will inevitably result in a hundreds-of-megabytes encoded video that still looks noticeably worse than the actual rendering.
It takes more work to produce fewer bytes, because you've to pack the same information in fewer bytes. Entropy and all that.
It seems like you don't know the basics of 3D graphics nor the basics of video encoding. It is extra work and would save some bandwidth needed to pump the picture to the display, which is not an issue in 3D graphics (we have dedicated cables).