Much like with AI, Nvidia has the software side of GPU production rendering locked down tight though so that's just as much of an uphill battle for AMD.
Much like with AI, Nvidia has the software side of GPU production rendering locked down tight though so that's just as much of an uphill battle for AMD.
In the case of Stadia, however, failing to develop this was like a sports team not playing any home games. One way of thinking about the current crisis of the games industry and VR is that building 3-d worlds is too expensive and a major part of it is all the shoehorning tricks the industry depends on. Better hardware for games could be about lowering development cost as opposed to making fancier graphics but that tends to be a non-starter with companies whose core competence is getting 1000 highly-paid developers to struggle with difficult to use tools and the idea you could do the same with 10 ordinary developers is threatening to them.
I am thinking of an entire datacenter purpose-built to host a single game world, with edge locations handling the last mile of client-side prediction, viewport rendering, streaming and batching of input events.
We already have a lot of the conceptual architecture figured out in places like the NYSE and CBOE - Processing hundreds of millions of events in less than a second on a single CPU core against one synchronous view of some world. We can do this with insane reliability and precision day after day. Many of the technology requirements that emerge from the single instance WoW path approximate what we have already accomplished in other domains.
I have been thinking about if the the compute could go right in cellphone towers but this would take it up a notch.
Ironically the main type that'd still exist would be the vision-based external AI-powered target-highlighting and aim/fire assist.
The display is analysed and overlaid with helpful info (like enemies highlighted) and/or inputs are assisted (snap to visible enemies, and/or automatically pull trigger.)
They currently only use the GPU mode for quick iteration on relatively small slices of data though, and then switch back to CPU mode for the big renders.
I'm betting with current hardware and some clever tricks, we can resolve full production frames in real-time rates.