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by pankajkumar229
3554 days ago
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We built the exact same technology at Agawi(http://arstechnica.com/gaming/2012/09/report-cable-companies...). The only difference was that we did not have the parker API. We worked very closely with Microsoft and NVidia to make it work back then with full headless Windows GPU servers. H264 encoding both in GPU and CPU. We could have reduced latency by distributing the servers but we did not get to the stage of distributing GPU cloud back then. But the business never took off. I was not on the business side so I cannot tell exactly why. Probably latency but there are 3D strategy type games that you could stream. If you need, I can ask the business head of our team and he can elaborate. |
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Either you have insufficient capacity to meet day 1 load when everyone piles onto a hot new title, or you over-provision, meet that demand and have much of that hardware doing nothing during doldrum seasons (or when a title bombs).
Probably you need to figure out how to make GPU capacity useful when it's not rendering games, and sell that as a service as well (GPU-based machine learning?). It doesn't help that OSes have been prickly about letting processes share GPU resources; I imagine there are a fair number of thorny security problems, even with GPU MMUs.
This doesn't seem like something a cloud gaming start-up can really tackle; lots of capitalization, with lots of competition from entrenched providers, and no really compelling reason to put games in the cloud to begin with. The bigger (console) players probably realized that having consumers buy their own compute is not only cheaper and more resilient depreciation-wise, but also causes a nice platform lock-in effect once the customers have purchased a few titles.