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Old 11-10-2008, 11:23 AM   #26 (permalink)
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the main problems with it I see are
1. the huge amount of bandwidth needed to stream any kind of images at a useable resolution, most people just don't have that kind of download power and would thus make it a very niche market product.
Read about the voxel rendering and the compression. It's a lot like how irradiance caching works. A subset of the full data, which is highly compressible.


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2. the intense amount of server side work rendering the output compared to just streaming positional data to a client, sure it's a fun idea thinking about 20 or so people connecting and getting real time renders but operating enough server power to render 50,000 connections? forget it, it's just not a cost effective method and that is what will always be at the root of any technological advances move from concept to production.
It's a peer to peer system.
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Old 11-10-2008, 11:31 AM   #27 (permalink)
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It's a peer to peer system.
That makes no sense. the whole point of it is that they can stream an image far beyond the capabilities of the users machine directly to them and yet at the same time its rendered on several other users machines? if the sum total of the collective users processing power is less than the total needed to render the images what happens then? and considering the average home pc is far from the latest hardware that's no small problem.
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Old 11-10-2008, 11:38 AM   #28 (permalink)
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Even if that works, I really can't imagine it succeeding if it can only be run in Crysis-ready rigs.
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Old 11-10-2008, 11:48 AM   #29 (permalink)
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Even if that works, I really can't imagine it succeeding if it can only be run in Crysis-ready rigs.
No, they are trying to put Crysis level graphics on iPhones and Eee's. But Crysis level rigs will be doing some of the crunching.

If they succeed, watch SL's "business customers" empty out in droves.
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Old 11-10-2008, 11:52 AM   #30 (permalink)
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Sorry, gotta call it pure vaporware until there is any kind of beta. To pull something like this off for thousands of users at once requires a little more than mere cloud computing.

And if it's not supposed to handle thousands of users, it's not an SL rival.
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Old 11-10-2008, 12:00 PM   #31 (permalink)
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That makes no sense. the whole point of it is that they can stream an image far beyond the capabilities of the users machine directly to them and yet at the same time its rendered on several other users machines? if the sum total of the collective users processing power is less than the total needed to render the images what happens then? and considering the average home pc is far from the latest hardware that's no small problem.
Some people are like me and do 3d graphics development, and refresh our computers every several years. I also don't see the traditional gamer going away. I already do distributed rendering on several computers on a network. Irradiance caching can be saved as maps to be rendered by several computers on a network at once.

This stuff exists for 3d programs *now* ... the difference here is that it will be adapted to virtual worlds.

More from the white paper:

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How does the OTOY technology get installed on the end user’s machines?

If a user views OTOY content on a system without the OTOY runtime (i.e. it is a virgin machine), OTOY will then install itself almost instantly through a stub mechanism (usually between 30-100k ) that is downloaded just once (with no more than one click required by the user to install).

Users on thin machines (i.e. old cell phones), that cannot support the native client, would instead be routed to a virtual session of the application, hosted by an available node on the P2P network that scales the content for the thin device in real time.

On a system where the native OTOY client is installed, the runtime
renders the content seamlessly within the host application (as an overlay, palette, embedded frame, etc.). The user never has to quit an application, restart the machine, leave a web page, or do anything other than click ‘OK’. All further updates to the engine are handled transparently.

The OTOY stub manages all platform specific calls made by the runtime. All of the runtime above the stub layer is self-contained and portable to almost any hardware ‘as-is’. The OTOY stub is instantly (and transparently) installed from the URL (in web page, e-mail, document or Instant Message) that references OTOY content.

The stub can be distributed in various forms (web plug-in, exe, media codec, QuickTime plug-in on the Mac OSX, Netscape plug-in for Safari or FireFox, ActiveX control for IE/Outlook) and multiple stubs can reference the same runtime. There is also a versioning system built into the stub layer, as well as digital signature checks for all components that it loads.

How is it possible for OTOY content to work on cell phones and devices without the runtime?

Unlike Java, Flash or managed .NET, which, as of the time of this writing, depend on their runtime libraries being installed locally on end users’ machines for content to run, OTOY can actually use its network of existing runtime clients to remotely host a complex application ‘on the grid’ and retransmit the application window to extremely thin clients where the runtime does not exist at all.

The OTOY system scales and reformats the content on the remote nodes and rebuilds it in a format that the thin device can work with (usually an HTTP stream). The power to do this comes from the unused cycles in the P2P network of OTOY client machines where the runtime is installed. The layer of abstraction making this possible is not just a part of the playback mechanism, but also a core feature of the authoring tools and scripting language which packages all content and code in progressive layers suitable for this kind of scalability.

This means that the key portions of the content (i.e. the scripts and object boundaries) download first and render quickly on even the thinnest devices like a cell phone, while more powerful systems, like a new PC, can keep downloading larger and richer portions of the content (such as extra texture layers like normal maps, HDR data, higher resolution meshes etc.)
It's in the white paper, like ragu
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Old 11-10-2008, 12:06 PM   #32 (permalink)
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Sorry, gotta call it pure vaporware until there is any kind of beta. To pull something like this off for thousands of users at once requires a little more than mere cloud computing.

And if it's not supposed to handle thousands of users, it's not an SL rival.
*shrugs*

Yes, of course, let's ignore all those videos, movies and commercials which are rendered in real time with OTOY.

No, can't exist.

It does exist and is a real time rendering engine. What we don't know yet is if its going to be a useful tech for a virtual world.

Liveplace might be vapor - OTOY isn't vapor at all. It's existing and it IS being used in Hollywood.

Right. Now.

But hey, let's all give money to former SL bankers. That's the cool kids thing to do

I'm not. I'll wait and see if new technology develops, more of the same that I'm fed up with in SL is not what I want.
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Old 11-10-2008, 12:16 PM   #33 (permalink)
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you seem to be taking peoples rather obvious reasons for sceptisism somewhat personally?
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Old 11-10-2008, 12:35 PM   #34 (permalink)
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you seem to be taking peoples rather obvious reasons for sceptisism somewhat personally?
When it doesn't state or goes as far to misstate what the technology is actually doing, I get a bit annoyed. I see distributed computing working very well. Bittorrent works very fine. So does all my 3d software that leverage other computers over the network for rendering.

I've not been against a little scepticism. Yes there are problems that need to be overcome. The compression problems, most certainly. I've been poking into their claims, yes.

But going as far to label the developers of various aspects of this software as a fraud by some, is going way way too far. I've seen that this is not scepticism. It's propaganda bordering on libel, and yes, I have something of an allergy to this sort of propaganda.

But of course I understand the why. Nearly every person who has gone that far, has had a vested interest in LibSL or OpenSim. I see this as Open Source religion and not scepticism as you say. Which is fairly sad, considering... as open source often has things to offer in some aspects. But its not really the answer for virtual worlds - only part of one.

I'm not against Opensim grids per se, but I don't think they are the future either. In fact they don't even work as well as SL, and SL doesn't scale very well.

Can an SL sim support more than 40 people without turning into a lagfest? No. And forty people in a sim is not a "massive amount" of users.

Does SL stream a tremendous amount of image data - You betcha. I'd dearly like to see if OTOY is actually streaming more data than an overtextured and oversculptied SL sim. I somehow suspect those numbers might be a little surprising.

Do SL clients do any computing across the network for lower end clients - No, and SL doesn't even test the capacities of high end graphics cards. It's far more bloated than the OTOY voxel rendering approach, at the same time poorer in graphics quality.
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Old 11-10-2008, 01:06 PM   #35 (permalink)
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But going as far to label the developers of various aspects of this software as a fraud by some, is going way way too far. I've seen that this is not scepticism. It's propaganda bordering on libel, and yes, I have something of an allergy to this sort of propaganda.
"The video was available to the public at LivePlace.com alongside the ambiguous headline “Live or Virtually Live?”, but apparently nobody was supposed to find it. Soon after we published the post, LivePlace removed the video from its servers. Brad Greenspan, the entrepreneur behind MySpace who owns LivePlace, says that the site was never meant to be seen by the public, explaining that it was for internal mockups, viral videos, and “something similar to a Funny or Die episode.” That explanation doesn’t sit well with me, but it’s unlikely we’re going to get anything more substantial out of Greenspan.

So what about that 3D virtual world - is it a sham?
Jules Urbach, founder of OTOY, explains that while he can’t comment on what Liveplace is doing (or why they released the video), virtual worlds running on the rendering engine in the video are on the way. He says this video isn’t representative of his system’s capabilities (which have actually improved since the footage was shot), and is actually just a number of random clips spliced together by Liveplace:"


"One concern readers had beyond the lack of consistency seen in the video is the possibility that it contains material pirated from other artists. The video begins with a brief clip of cars that is apparently taken from a artists’ portfolio and was originally created years ago. As it turns out, the footage is old, but Jules Urbach explains that the artist is now part of the OTOY team:"
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Old 11-10-2008, 01:27 PM   #36 (permalink)
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No, they are trying to put Crysis level graphics on iPhones and Eee's. But Crysis level rigs will be doing some of the crunching.
Uh. So let me get this straight.

Crysis rigs will be doing real-time ray-tracing with other Crysis rigs, as well as smaller, less powerful machines (cell phones, EeePC) in an ad-hoc rendering cluster, at 30 frames per second, for clients on cell phones as well as the aforementioned Crysis rigs and eeePCS?

So an ad-hoc, decentralized render farm is going to do live ray-tracing on data that is going to have to be analyzed, chopped up, and distributed on a network constantly in every possible direction for 30 frames a second? With photorealistic graphics on an eeePC? OVER A PEER TO PEER NETWORK? WITH REALTIME MOVEMENT AND INTERACTION?

What the fuck are you smoking?

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If they succeed, watch SL's "business customers" empty out in droves.
If they succeed, expect the second coming of Christ, hell to freeze over, and the Mayans to blow the world up at the same fucking time too.
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Old 11-10-2008, 01:29 PM   #37 (permalink)
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If they succeed, expect the second coming of Christ, hell to freeze over, and the Mayans to blow the world up at the same fucking time too.
But how good will the graphics of that be? That would melt down (and then freeze) a rendering farm.
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Old 11-10-2008, 01:34 PM   #38 (permalink)
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When it doesn't state or goes as far to misstate what the technology is actually doing, I get a bit annoyed. I see distributed computing working very well.
Sure, if we all had fat bandwidth pipes up and down to transmit the retarded amount of data needed to do real-time raytracing.

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Bittorrent works very fine. So does all my 3d software that leverage other computers over the network for rendering.
BT works great if you have an hour to kill to transmit 600 megs over a well-seeded network of properly connected computers. You're not pulling warez off a series of iPhones with BitTorrent.

Likewise, your 3d software is rendering on a) a local network, with conditions much more optimal than even the best internet connection, and b) a frame every 15 minutes, rather than 30 frames a second.

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I've not been against a little scepticism. Yes there are problems that need to be overcome. The compression problems, most certainly. I've been poking into their claims, yes.
I hear the physics problems are a fucking bear too. They'll have to rewrite the second and third laws of thermodynamics.

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But going as far to label the developers of various aspects of this software as a fraud by some, is going way way too far. I've seen that this is not scepticism. It's propaganda bordering on libel, and yes, I have something of an allergy to this sort of propaganda.
Try prozac.

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But of course I understand the why. Nearly every person who has gone that far, has had a vested interest in LibSL or OpenSim.
So, how much money do you have invested in OTOY?

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I see this as Open Source religion


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and not scepticism as you say. Which is fairly sad, considering... as open source often has things to offer in some aspects. But its not really the answer for virtual worlds - only part of one.
A render farm of iPhones isn't the answer for virtual worlds either.

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I'm not against Opensim grids per se, but I don't think they are the future either. In fact they don't even work as well as SL, and SL doesn't scale very well.
Nothing scales as well as vaporware does.

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Can an SL sim support more than 40 people without turning into a lagfest? No. And forty people in a sim is not a "massive amount" of users.
It's more than zero.

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Does SL stream a tremendous amount of image data - You betcha. I'd dearly like to see if OTOY is actually streaming more data than an overtextured and oversculptied SL sim. I somehow suspect those numbers might be a little surprising.
If they're streaming a static environment that has no interactive graphics to speak of (aside from moving around), I'm sure they can stream it very nicely. But that's not a very compelling virtual world, it's a 3d painting.

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Do SL clients do any computing across the network for lower end clients - No, and SL doesn't even test the capacities of high end graphics cards. It's far more bloated than the OTOY voxel rendering approach, at the same time poorer in graphics quality.
It also is a completely dynamic environment, one that can change from second to second almost violently. A rendering farm setup is going to be more static than my television set on channel 99.
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Old 11-10-2008, 01:35 PM   #39 (permalink)
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But how good will the graphics of that be? That would melt down (and then freeze) a rendering farm.
Let's create an ad-hoc network of eeePCs and find out! It'll be prettier than Crysis and solve all the world's problems too! Also, free kittens made of candy!
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Old 11-11-2008, 03:02 AM   #40 (permalink)
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*shrugs*

Yes, of course, let's ignore all those videos, movies and commercials which are rendered in real time with OTOY.

No, can't exist.

It does exist and is a real time rendering engine. What we don't know yet is if its going to be a useful tech for a virtual world.
Ohhh, you're getting me wrong then.

I'm not saying there is no real time renderer. I'll instantly believe a networked realtime renderer is no problem, on a cluster at a datacenter location. Depending on rendering quality, that could be done ages ago. Actually, there is a port of the quake3 engine that, with a modern graphics card, raytraces in realtime. Of course the graphics are kind of 1999.

Heck, nVidia is getting ready to do a mixture of classic GPU rasterization and raytracing in one chip in the future sometime, when they need to enhance GPUs that way due to not being able to cope with the power and/or transistor increases (tho it won't be pure raytracing for years and years to come.). They will get into a fight with Intel's Larabee first, anyways.

I just don't believe the cloud RT renderer will be used for much more than individual applications for a long, long, long, long time. The networked nodes will all be at one, maybe two datacenters. And basically no mass usage by random clients.

Hope that clarifies things.
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