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Nvidia Showcases Cloud Based Indirect Lighting At Siggraph 2013

Siggraph 2013 is currently under way and Nvidia has showcased some impressive cloud techniques that it is currently working on.

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dsogaming.com
Need4Game4670d ago

Cloud Based Nvidia Physx please, since PS4 console don't have dedicated Nvidia hardware for Physx.

john24670d ago

this opens up plenty of possibilities. My guess is that PhysX Cloud will happen in the near future.

Pandamobile4670d ago (Edited 4670d ago )

I'm not sure how many applications there would be for a cloud computed physics.

The only cloud-based technologies that have will have real-world applications will be the ones that aren't latency sensitive. Physics interactions are usually some of the most latency-sensitive computations in a game engine. They usually have their own sub-routines in the rendering pipeline that updates much more often than the screen actually displays. The LOWEST level of latency you're ever going to want between physics objects in a game is 1/60 seconds. In a lot of cases, engines update their physics at 1/120 seconds or even 1/300 seconds.

Anything that has a direct impact on gameplay will always be done on the client's side.

GameNameFame4670d ago

There was already discussion for cloud lighting.

It is still very limited to many things and does not look as impressive as one ran in local hardware.

Regardless. Partial clouding is limited. the real future is at full clouding.

Both Sony and MS are heading for this.

In the mean time, we are stuck with local hardware. That means weaker x1 spec wont change

fr0sty4669d ago (Edited 4669d ago )

Eventually, when we're all connected with fiber, we'll be able to have in game visuals that are aided by the cloud to create nearly unlimited capabilities. However, for them to still have lag and artifacts even while only running at 30fps and using top of the line hardware on both ends, it's going to be a little while. There is a very noticeable lag when light sources move vs. when they illuminate the environment. There are also some odd artifacts around some light sources.

nukeitall4669d ago

Notice how huge latencies barely affect the experience if at all.

Now who said the cloud is smoke and mirrors?

"We[Microsoft] have something over a million servers in our data center infrastructure. Google is bigger than we are. Amazon is a little bit smaller. You get Yahoo! and Facebook, and then everybody else is 100,000 units probably or less."

http://www.neowin.net/news/...

DeadlyFire4669d ago (Edited 4669d ago )

The cloud tech for game design for physical games you play with a disc or installed on your hardware is very limited. It can have some tricks here and there, but to take full advantage of it. Bandwidth would have to be pretty high I would believe. Although it could be funny to see a game or two with all cloud lighting have the lights go out when a lag hiccup occurs.

In the future when games are all streamable with everyone in the country having access to 50 Mbps or more for cheap then Cloud tech has lots of unlimited possibilities. Right now its just a showcase of what it can do at the moment. Which is basically play with the lights in the background while your looking around. I would like solid games with high fps before cloud lighting takes a place in any game design.

awi59514669d ago

Onlive already proved you dont need the best hardware to play games at max settings. You can play the game elsewhere and your console is just a display device.

Kleptic4669d ago

@nukeitall...

did you notice the KEY difference with this cloud processing?...

there is no 'internet' in this example...the 150ms latency is just in the short range network between these devices...the most powerful option requiring a hard line...and still has over double what is generally acceptable latency for real time rendering...

and this response latency is completely different than ISP related latency...which has absolutely nothing to do with process latency...its just built in lag that ISP's for request queues...

So...until MS...or Sony...or Nvidia...or anyone...is putting the 'cloud' in your house with a purpose built network for it...and you don't have to use Comcast or some other helplessly shatty residential ISP...this reflects nothing for consoles launching this year...

BallsEye4669d ago

@DeadlyFire

In the future? In europe you can get 100mbps anywhere. In my country it costs 16 bucks (converted from local currency) and it's available even in small towns. You guys need to keep up with the internet!

+ Show (6) more repliesLast reply 4669d ago
Foxgod4670d ago

Havok would be better, otherwise you would have to build gpu clouds, way too expensive and energy consuming.

DJMarty4670d ago

I believe Gaikai is already powered by top of the rage Nvidia GPU's, so this is well possible.

JunioRS1014670d ago

There was an article explaining how it can't be used for physics...

Apparently, anything that changes in real-time can't be cloud computed because of latency, but things like lighting which changes very slowly over time, can be done on the cloud.

Interesting to see that it can be used for some sort of lighting stuff. Hope it works well.

RegorL4669d ago

Ever heard of speed of light?

Lightning situation can chang very quickly in a game built with those kinds of events.

Trees moving in the wind or due to explosions cast shadows.

Someone punches a hole in a wall, turns on or off a flashlight, or someone outside sprays your dark hiding place with tiny holes.

I do not really think Microsofts intents to put three GPUs and a Titan per blade... but who knows...

Kleptic4669d ago

it 'can't' be dynamic, which this video doesn't really get in to...at least it can't be dynamic in the sense of reacting to player control...its all scripted, thats the only way it can work...

but the significance is that many lighting engines are not a single layer...so the cloud can compute any scripted sequences...while the local hardware will handle anything related to 'real time'...

on the flip side though, what many of us have been saying since all this cloud computed gaming stuff became 'cool'...is that those scripted lighting situations take very few cycles to create locally...its a very complex way to offload a marginally small amount of processing...the real time stuff is whats expensive resource wise...but there is no way to have any of that done 'upstairs'...yet...

chaldo4669d ago

@need4game

HATERS GONNA HATE!

Gawdl3y4669d ago

There are other technologies with similar (and even superior) feature sets to PhysX, such as OpenCL. PhysX is just a gimmick on Nvidia cards, they usually pay developers to use PhysX. That being said, I still use an Nvidia card in my PC.

NewsForge4669d ago

I see the potential with cloud computing, but MS statment that it has 3 times the power of one Xbox One in the cloud for every Xbox One to be released is completly rubbish.

Xbox One = 1230 GFLOPS

Cloud power allocated per Xbox One = 1230 GFLOP x 3 = 3690 GFLOPS

The price per FLOP in 2013 is about 0,2$/GFLOP
http://en.wikipedia.org/wik... (Scroll until you see the table)

0,2$/GFLOP x 3690GFLOP = 738$

It means that MS are be spending more than 700$ per Xbox One on server infrustructure.

How in hell can the Xbox division be profitable?

+ Show (4) more repliesLast reply 4669d ago
dedicatedtogamers4670d ago

Definitely cool to see, although Nvidia makes it sound like this is more a thing of the near-future when they can bring down the cost of maintaining GPU-focused server farms. Currently, the CPU-focused clouds wouldn't be able to do what they're talking about.

theWB274670d ago (Edited 4670d ago )

Why can't they do this? Why isn't this what Microsoft is offering with the Azure cloud?

DragonKnight4669d ago

You really need to stop believing Microsoft's Cloud hype. What they are claiming is not possible.

NewsForge4669d ago (Edited 4669d ago )

Azure is a "CPU-focused cloud", you need GPU's for graphic data (Like the video displayed above).

With Ms cloud, I expect CPU related activity to be offloaded like A.I and matchmaking, but don't expect your games to have Avatar level graphics anytime soon with their "We are going to boost the graphics"...

Foxgod4670d ago (Edited 4670d ago )

Sure they can, everything can be done in software, just takes more resources, and thats the nice thing of a cloud, you can hot plugin more resources when needed.

dedicatedtogamers4670d ago (Edited 4670d ago )

@ people asking "why can't we do this now?"

Nvidia in their own video (you know, the video linked at the top of the page) is showing off their upcoming GPU-focused cloud framework. The reason why it's special isn't because it is "yet another cloud". It's special because it is unlike other cloud computing services, which are typically CPU-focused frameworks.

Their focus on GPU processing instead of relying on "virtual machines" which is what Azure will offer is why this particular cloud will be able to do what it does. In other words, the Nvidia cloud will assist with graphics because it is DESIGNED from the ground up to assist with graphics. Neither Microsoft nor Sony have announced anything that leads me to believe their cloud framework will assist in graphics. In fact, on the Sony side Cerny has specifically said that cloud will not be used for graphics, and I believe the same has been said on the Microsoft side by Respawn Entertainment.

pedrof934669d ago (Edited 4669d ago )

Well, Nvidia partner with Gaikai.

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kenmid4670d ago ShowReplies(7)
Fireseed4670d ago

Would LOVE to see something like this in the form of a Maya perspective viewport renderer. Never again would I deal with the malignant tumor that is VPR rendering >_>

elhebbo164670d ago ShowReplies(4)
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40°

Veteran artist behind Mass Effect, Halo, and Overwatch 2 weighs in on Nvidia DLSS 5

Darryl Linington from Notebookchect.net writes, "The backlash around Nvidia’s AI push and DLSS 5 has opened a broader question in game development. Beyond performance and image quality, veteran artists are now weighing what AI-driven rendering means for authorship and visual control. If a system can add or reinterpret detail after the fact, the issue is no longer just technical. It becomes a question of how much of the final image still belongs to the people who built it."

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notebookcheck.net
50°

NVIDIA DLSS 4.5 Frame Gen 5x & 6x Come to RTX 50 Series GPUs + Dynamic Multi Frame Gen

The latest GeForce driver introduces DLSS 4.5 Multi Frame Generation 5x and 6x alongside Dynamic Multi Frame Generation to RTX 50-series GPUs. The former increases the number of interpolated frames to 4 and 5 (between every two rendered frames), further reducing reliance on the CPU.

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pcoptimizedsettings.com
blacktiger39d ago

Big corp bowing down to another big corp is nothing more than helping each other. But try any games it doesn't work

Smellsforfree39d ago

I don't mind frame gen but only use it if I'm already >70fps without it. It is kinda nice but if I see any visual artifacts I will turn it off. Whenever I'm playing games on my 120Hz LG C3 I will almost never use it because frame rates >120fps look really bad. I think spatial super sampling is a far more interesting and beneficial tech than frame gen. Boosting 30fps to 60fps with framegen is just garbage.

SimpleDad38d ago

Tvs were doing this 15 years ago with their telenovela effect... Idk how anyone can play with this on.

There is definitely input lag there and artifacts.

CornholioX38d ago

It's commercial how they show it. Typical any company does that.

Goodguy0138d ago (Edited 38d ago )

Frame gen just has too much latency and visual glitches for me, don't think I can ever use it for most games. I'd compare with it on and off and it's a world of difference in the feel. I need the very least input lag in my gaming. Companies should rely on actual optimization. As for potato hardware, I suppose it could have it's use.

40°

Is the AI Push in AAA Gaming Giving Indie Developers A Golden Ticket?

WTMG's Jordan Hawes: "With the advent of NVIDIA's DLSS 5 tools, and the whole debacle surrounding AI usage in AAA gaming, is this new push an opportunity for smaller studios to showcase they are the ones vouching for artistic integrity in the gaming industry?"

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waytoomany.games
Obelisk9249d ago

They already are. Indie studios are the only developers that constantly strive to publish innovative and experimental experiences. There has been little to no art in AAA gaming, with just a few exceptions.

Yi-Long49d ago

Indie-studios have been showcasing their creative superiority and bravery over AAA-studios/releases for a while now.

Personally. I have zero interest in AI slop in any of my entertainment, so regardless of what Sony, Ubisoft, MS, EA, etc believe the future is, I'm just not gonna touch any of that stuff.

blacktiger49d ago

Everything you said but for me MS is always the problem.

isarai_lee49d ago

One more thing in a long list of things that already give indie Games an advantage

Miacosa49d ago (Edited 49d ago )

In reality a dev having a simplistic tech statck does not really impact the end user experience. If the game is good and worth playing is what matters. In other words some cooks make care if 2 or 3 eggs were used to make a cake but the person eating it doesn't. And in the case of DLSS 5 the chef is soley responsible for the recipe and how its mixed together.