NVIDIA Targeting Real-Time Cloud Rendering
MojoKid writes "To date, the majority of cloud computing applications have emphasized storage, group collaboration, or the ability to share information and applications with large groups of people. So far, there's been no push to make GPU power available in a cloud computing environment — but that's something NVIDIA hopes to change. The company announced version 3.0 of its RealityServer today. The new revision sports hardware-level 3D acceleration, a new rendering engine (iray), and the ability to create 'images of photorealistic scenes at rates approaching an interactive gaming experience.' NVIDIA claims that the combination of RealityServer and its Tesla hardware can deliver those photorealistic scenes on your workstation or your cell phone, with no difference in speed or quality. Instead of relying on a client PC to handle the task of 3D rendering, NVIDIA wants to move the capability into the cloud, where the task of rendering an image or scene is handed off to a specialized Tesla server. Then that server performs the necessary calculations and fires back the finished product to the client."
I assume it has nothing to do with this video.
oh, wait...
Red Leader Standing By!
Clouds for render farms seems fine. In fact, you are just putting a fancy new cloudy name on the render farms that have been around forever.
But render farms for on-line gaming seems like the most ridiculous idea. Note the demo nVidia showed:
but the speed of the updates didn't remotely come close to "approaching an interactive gaming experience," unless said experience involved attempting to run Doom on your 16MHz 386 with the screen size set at maximum. Update times varied from 10-20 seconds, and that's a significant lag when discussing online usage patterns.
Please stop talking about "cloud" computing -- it is one of the dumbest buzzwords I have ever heard in my entire life -- not to mention the fact that it is a totally meaningless term.
To the haters: You can't win. If you mod me down, I shall become more powerful than you could possibly imagine
And how much is this going to cost the end user? Just so we can have realistic clouds? No one looks at the clouds. How about realistic trees instead?
Cannot find REALITY.SYS. Universe halted.
And then what happens when your kid fires up his bit torrent!?
For all the talk of "cloud computing", are there publicly available data sets from Google (or other companies)? I'm a graduate student interested in data mining of health outcomes data. My biggest challenge remains the fact that HIPAA and other patient privacy concerns make it very difficult to obtain health outcomes data; it's still a 1980s world where data are granted through official channels after extensive paperwork, or as a favor from people who trust me.
The last thing I want to see why I'm playing a FPS is buffering.... 32%
Awesome! So instead of buying a video card, I will now have an option to pay yet another monthly fee to play games? Im so excited!
you know you can fry stuff putting things into things that dont like the things you put into it...
You want to hand off rendering a high-quality photorealistic image to an offite server, then download the result - an ultra-high quality image, and you think this is going to be faster and rendering locally?
For an onsite gigabit lan, I'm willing to believe that. But most of us have small pipes connecting to the cloud. I bet it would be faster to render locally than to render remotely with upload & download time included.
NVidia's offering performs full scene raytracing/pathtracing, with effects ranging from reflections and refractions to global illumination and caustics all the way through to sub-surface scattering and participating media.
Some of these things can be done in proper realtime (say, at least, 30fps at 720p) on existing GPUs, but typically by using hacks that look 'good enough', but aren't actually correct. Which is fine for gaming (where refresh rates matter), but not fine for product visualization, architectural visualization or to go to an extreme.. materials and lighting analysis, where you don't care if it's not 30fps, but are more than happy to wait 10 seconds for something that used to take 15 minutes.
That said... if the cards keep getting faster, then eventually 30fps@720p will be possible and there's no reason, in the time inbetween, that games couldn't add the more fancy effects and have the GPGPU solutions take care of those on a 'cloud' platform.
I would if I had mod points. Parent is spot on, we've transitioned away from "cloud computing" when we moved from mainframe terminals to desktop workstations, why would we want to go backwards?
GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation.
It's that time in the cycle where we talk about thin clients and the mainframe again. Own nothing, rent everything, submit to central control. You know what, just like the last few times, I'll pass.
Um, arent they discontinuing their high-end products because they overheat and explode? :P
So like, are they gonna use ATI cards for this or something? LOL
So if the GPU become a glorified web client how will they keep soaking everyone for a (bi)yearly card upgrade? If all of the most complex tasks are handed off to a remote server that's where the upgrades should be handled.
Also if part of the secret sauce is being handled remotely NVidia has no further excuses for keeping it's linux drivers closed.
There is still this thing called "bandwidth quota" where you get overcharged to death if you go over it. As an example, say 40$/month for 50GB, then 10$ per additional GB.
And please no stupid "change ISP" comments, a lot of people aren't lucky enough to even have a choice of high-speed providers. It's either high-speed cable/DSL, or dial-up. Sometimes from the same ISP, even.
There's one big reason - latency. 30 FPS is one frame every 33.333ms. What's your ping time? Add the rendering time to that, and that's what your interactivity is going to look like. Remember that many games have ways of hiding the latency between client and server - in particular they know the players POV and the static environment, so those things can be handled very well.
As someone else said, cloud rendering is fine for making movies. It's not viable for games. And besides, if a GPU can do this stuff in real time, why do we need to push it into the cloud? This sounds like OTOY all over again.
BTW, CPUs will be doing realtime ray tracing soon anyway - give me a bunch of bulldozer cores and a frame buffer.
Now you can get tele-fragged by a n00b even faster, thereby enabling greater synergies for e-presence and brand recognition!
C|N>K
So, even if I had the the bandwidth to upload graphic data (geometry, textures, etc) and download 1080p video in realtime without any buffering, my 5ms Monitor would now have to deal with at least 30ms in video latency?
It happens in the sky:
http://www.penny-arcade.com/comic/2009/3/25/
Dewey, you fool! Your decimal system has played right into my hands!
A big-ass binary hairball to further clog the tubes.
How much additional traffic is this going to add to all the other interactive high-bandwidth stuff transiting the infrastructure?
--- Asking inconvenient questions for over 30 years...
I manage and maintain a 200+ dual quad VFX render farm at the moment...I'll go get my coat. In all seriousness I've been expecting this for quite a while, ever since Nvidia brought mental images. But I cant help remembering that Intel were the ones shouting about ray-tracing cards , Nvidia was all about what ever works even if its a cheat... so ill hold fire on looking for a new job till I see some real world results.. Buttons aren't toys.
Backbone and last-mile providers are already crying about filesharers overburdening the infrastructure, especially here in the U.S.. ISPs in the U.S. typically devote well more than 95% of capacity to downstream traffic to try and cope. The modern graphics card works on a bandwidth spoken in terms of GB/s. There's no way a 50 FPS+ 1080p or better video feed from a rendering farm could be supported for every console user. While not needing as high of resolution, mobile devices communicate off of cellular networks that make in-ground network capacity problems seem petty. Even if these could be remedied, the latency involved in even a same city rendering farm would still make for a lack-luster experience.
Two of my imaginary friends reproduced once
in regards to online gaming:
latency, latency...
latency.
Doing graphics work in real-time is OnLive's department. I wonder what the patent status of this will be - OnLive filed a fair few - although I don't know which specific bits they cover. Should be interesting to see which company can deliver.
Ok, it's time everybody! Break those old Sun SparcStation ELC's and SLC's out of storage!
Oh, wait, you don't have one? How about all those SunRays you've got in the garage?
No?
Right.
It's bad enough to have wait for servers to come back up for the various apps and games, but to have to wait for your Nvidia loggin before you can use your monitor would be unbearable.
Now applying this tech to a server that I have sitting in my closet that let's me use my SLI/Crossfire set-up on any TV or monitor in my house without having to builld a computer for each one, now I'm starting to get interested.
These days everyone in the house want to be able to use a computer, having a single one that can throw it's resources around to multiple terminals would save me a lot of money and hassel, but screw paying yet another monthly fee for a service that can be easily provided on site.
This is marketoid-think at its worst.
Graphic rendering requires very low latency.
Of all the things that might be done in the "cloud", realtime graphics is the silliest.
But, the marketoids have been convinced that the "cloud" is the future, so they invent nonsense scenarios where their products can be used.
1) We all had free, unrestricted and unlimited fast Internet links...
2) Our GPU could pull on the idle processing power of all GPUs in the world...
3) Everyone in the world got on with each other...(ok ok, off-topic here)...
Seriously though, there is no way that one could support the network requirements of this...How many Nvidia GPUs are sold a year? F***ing eh...multiply that by the bandwidth require for 25-50fps for a 1080p image...the number is frightening.
When all is said and done, nothing changes...
Onlive is already doing similar thing!
If you don't want to wait for the power of their GPU servers, check out a recent project I did with NVIDIA for ray tracing realistic illumination on today's desktops:
http://graphics.cs.williams.edu/papers/PhotonHPG09/
From the abstract, "Image Space Photon Mapping (ISPM) rasterizes a light-space bounce map of emitted photons surviving initial-bounce Russian roulette sampling on a GPU. It then traces photons conventionally on the CPU. Traditional photon mapping estimates final radiance by gathering photons from a k-d tree. ISPM instead scatters indirect illumination by rasterizing an array of photon volumes. Each volume bounds a filter kernel based on the a priori probability density of each photon path. These two steps exploit the fact that initial path segments from point lights and final ones into a pinhole camera each have a common center of projection. An optional step uses joint bilateral upsampling of irradiance to reduce the fill requirements of rasterizing photon volumes. ISPM preserves the accurate and physically-based nature of photon mapping, supports arbitrary BSDFs, and captures both high- and low-frequency illumination effects such as caustics and diffuse color interreflection. "
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