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Monday, August 09, 2021

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Lex4art

Thanks for exposing this. While cloud gaming services are already available for decade there are some key differences between "let's push standard PC game to a cloud" and purely cloud architecture for a virtual world made from scratch for that purpose. If it's possible to perform compute-intensive tasks (like lighting) only once on one cluster and then just share results for clients units - this means minimal energy expenses and thus very cost effective solution compare to modern cloud-based gaming with need to spend 300W+ GPU&CPU expenses per playing client (and 80W+ for idle client).

P.S. Please, if possible - fix my mistake in this text (this is about how to solve that "sluggish appearance" of cloud-based metaverse 2.0.):
one that will process fast-paced (low latency demanding) activity and everything else is put on slow (high-latency tolerant) servers far from the client location

Interesting thing on top of all that - for VR headsets we need to have very low latency for tracking head direction/movement, but maybe it's possible to send 360C video stream for client and thus have at least head rotation fully performed on client device. Creating 360C rendering is ~6 times more expensive than standard viewport and bandwidth requirements also 6 times higher but in the end this is about cost & fast connection, so VR users just need to pay more for that feature to have.

Wagner James Au

Thanks, Lex! Updated the post.

Adeon Writer

I can't avoid seeing a cloud rendering solution to Second Life as a cop-out to avoid doing the actual work to make it run natively on mobile or in a browser, which is what people *actually* want.

Adeon Writer

A cloud rendered second life option is nice for a very small subset of existing users, but it's not going to attract anyone new, not when a subscription plan is needed to use it.

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