Server-side Rendering - Sun and Nvidia
If Sun is successful then it is an indication that network bandwidth is becoming plentiful enough that we can change the model we have used for decades of creating very small data packets and doing all of the scene generation on the client side. This is valuable for customers who do not want to have to hold a powerful graphic machine in their hand (like a cellphone). Instead, customers will be able to see rich 3D worlds on very minimal computing clients, e.g. something that is capable of playing MP3 movies today. This brings down a significant commercial barrier. Even the cheapest cellphones and pocket PCs would be able to play a rich 3D game because the game would really be running and rendering on the server. It is hard to imagine a world in which bandwidth is that plentiful for the consumer. Probably it would be rolled out to industrial customers for limited applications and private bandwidth first. Their product name for this is TurboVNC.
On the military side, we would be able to tap into any scene that anyone in the training event is seeing. We could see it on a regular cellphone (if/when it becomes available through a cellular network) or a wireless pocket PC.
Labels: cellphone, nvidia, rendering, serious games, Sun Microsystems
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