The future of realtime 3D rendering, cloud computing?

credits: zdnet blog
credits: zdnet blog

Hi there,

Back at the Game Developer Conference in San Francisco, a huge buzz was created for an upcoming service called Onlive.

Here is the pitch in a few words:

Playing games requires either a very fast and always up-to-date PC or a gaming consoles. Thanks to Onlive, you can access remotely a high-end system (including a very advanced graphics processor) from a standard PC, or even a small box for the TV. You play the game remotely, meaning you stream a dataflow in realtime back to your home.

The pre-requisite is to have a no-latency system, and obviously a very high-speed connection. That sounds promising, doesn’t it?

Well, before we dig a little further into this, I’d like to ask you: what do you think of this? (If you’re on RSS or email, to access the poll please click through to the actual blog post.)

  • I can’t wait for Onlive’s beta to begin this summer. I signed up the first day they began taking beta signups

  • I think Games and 3D PLM/CAD/Simulation comes to the same point, but from different directions. PLM/CAD comes top down from highly sophisticated models to improved live experience. Games come bottom up from simplify 3D Games to something more sophisticated and realistic. And both sides will actively use cloud services to improve their functionality and cost.


  • Hi Oleg. I think the key is providing people with options, and cloud services should be on the list. Virgile made some interesting points about other like-challenges Gaming and PLM face here:

  • Ronan (rqv)

    I think it would be better to talk about grid and not about cloud (but for sure it is not “sexy” enough…)

    For the end user, I think it won’t make a real difference. Because these providers will not talk to each others and share their architectures, so you will need to have one box for each provider. It will be the same as today with Microsoft/Sony/Nintendo but with other firms Onlive/?/?