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	<title>Comments on: The Truth Behind Liveplace&#8217;s Photo-Realistic 3D World And OTOY&#8217;s Rendering Engine</title>
	<atom:link href="http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/</link>
	<description>Startup and Technology News</description>
	<lastBuildDate>Tue, 10 Nov 2009 09:08:01 -0800</lastBuildDate>
	
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		<title>By: AMD and OTOY Working Together on &#8220;Fastest Supercomputer Ever&#8221;</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2588905</link>
		<dc:creator>AMD and OTOY Working Together on &#8220;Fastest Supercomputer Ever&#8221;</dc:creator>
		<pubDate>Thu, 08 Jan 2009 19:36:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2588905</guid>
		<description>[...] over the broadband connections available to most end users. We also have yet to hear more about LiveSpace&#8217;s virtual world, which is being powered by OTOY.   CrunchBase Information   AMD  OTOY  Information provided by [...]</description>
		<content:encoded><![CDATA[<p>[...] over the broadband connections available to most end users. We also have yet to hear more about LiveSpace&#8217;s virtual world, which is being powered by OTOY.   CrunchBase Information   AMD  OTOY  Information provided by [...]</p>
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		<title>By: LivePlace - You've GOT to see this demo - SLUniverse Forums</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2529405</link>
		<dc:creator>LivePlace - You've GOT to see this demo - SLUniverse Forums</dc:creator>
		<pubDate>Mon, 10 Nov 2008 14:33:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2529405</guid>
		<description>[...] :scared:    Some of that video is based on the work for Transformers. Most of it is older assets.  The Truth Behind Liveplace&#8217;s Photo-Realistic 3D World And OTOY&#8217;s Rendering Engine   [...]</description>
		<content:encoded><![CDATA[<p>[...] :scared:    Some of that video is based on the work for Transformers. Most of it is older assets.  The Truth Behind Liveplace&#8217;s Photo-Realistic 3D World And OTOY&#8217;s Rendering Engine   [...]</p>
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		<title>By: Soya</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2460476</link>
		<dc:creator>Soya</dc:creator>
		<pubDate>Sat, 06 Sep 2008 07:09:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2460476</guid>
		<description>Great post!</description>
		<content:encoded><![CDATA[<p>Great post!</p>
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		<title>By: echt unecht echt unecht echt &#171; themanuel</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2444954</link>
		<dc:creator>echt unecht echt unecht echt &#171; themanuel</dc:creator>
		<pubDate>Sun, 24 Aug 2008 09:54:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2444954</guid>
		<description>[...] Vor kurzen sind auf Techcrunch Gerüchte entstanden, es würde auf Liveplace etwas entstehen, das alle bisher dagewesenen virtuellen Realitäten grafisch übertreffen würde. Es gab ein  Video, bei dem der Ton mittlerweile nur noch bis zur 18. Sekunde zu hören ist. In den Kommentaren äußerte sich die Mehrheit eher skeptisch und ungläubig. Zumal das was dargestellt wurde in real-time serverseitig gerendert werden sollte, um dann selbst auf mobilen Endgeräten so dargestellt werden zu können, wie es das Video zeigte. Mittlerweile bestätigte Brad Greenspan, der Besitzer von Liveplace, dass es sich bei dem Video um einen internen Scherz handelte und nie vorgesehen war, dass es an die Öffentlichkeit gerät. Die ganze Enthüllung gibt es hier. [...]</description>
		<content:encoded><![CDATA[<p>[...] Vor kurzen sind auf Techcrunch Gerüchte entstanden, es würde auf Liveplace etwas entstehen, das alle bisher dagewesenen virtuellen Realitäten grafisch übertreffen würde. Es gab ein  Video, bei dem der Ton mittlerweile nur noch bis zur 18. Sekunde zu hören ist. In den Kommentaren äußerte sich die Mehrheit eher skeptisch und ungläubig. Zumal das was dargestellt wurde in real-time serverseitig gerendert werden sollte, um dann selbst auf mobilen Endgeräten so dargestellt werden zu können, wie es das Video zeigte. Mittlerweile bestätigte Brad Greenspan, der Besitzer von Liveplace, dass es sich bei dem Video um einen internen Scherz handelte und nie vorgesehen war, dass es an die Öffentlichkeit gerät. Die ganze Enthüllung gibt es hier. [...]</p>
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		<title>By: Dusan Writer&#8217;s Metaverse &#187; It It It&#8217;s Aliiiiive (evil cackle): Rendering Reality in Games and Virtual Worlds</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2444414</link>
		<dc:creator>Dusan Writer&#8217;s Metaverse &#187; It It It&#8217;s Aliiiiive (evil cackle): Rendering Reality in Games and Virtual Worlds</dc:creator>
		<pubDate>Sat, 23 Aug 2008 03:59:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2444414</guid>
		<description>[...] nothing more than a pitch for venture money) but the founder of OTOY provided one of those endless tech-specy comments of which I can&#8217;t make heads or tails. What DID grab my attention was a video in which the [...]</description>
		<content:encoded><![CDATA[<p>[...] nothing more than a pitch for venture money) but the founder of OTOY provided one of those endless tech-specy comments of which I can&#8217;t make heads or tails. What DID grab my attention was a video in which the [...]</p>
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		<title>By: AndrewZela</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2444053</link>
		<dc:creator>AndrewZela</dc:creator>
		<pubDate>Fri, 22 Aug 2008 17:42:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2444053</guid>
		<description>&gt;At Jon Peddie’s Siggraph event, we showed a deformation applied in real time to the Ruby street scene.

That is untrue. I was there. He was unable to show anything in real time - he said his computer and network connection weren&#039;t working. All he showed were pre-rendered videos. So much for cloud rendering - all you need is a 3G wireless card - or not, if it&#039;s a whole sham, which it seemed like to me.</description>
		<content:encoded><![CDATA[<p>&gt;At Jon Peddie’s Siggraph event, we showed a deformation applied in real time to the Ruby street scene.</p>
<p>That is untrue. I was there. He was unable to show anything in real time &#8211; he said his computer and network connection weren&#8217;t working. All he showed were pre-rendered videos. So much for cloud rendering &#8211; all you need is a 3G wireless card &#8211; or not, if it&#8217;s a whole sham, which it seemed like to me.</p>
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		<title>By: Virtual Worlds</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2443425</link>
		<dc:creator>Virtual Worlds</dc:creator>
		<pubDate>Thu, 21 Aug 2008 23:30:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2443425</guid>
		<description>&lt;strong&gt;Virtual in the Cloud? Cinematic quality 3D rendering in a browser? For real?...&lt;/strong&gt;

So last week a lil&#8217; ol&#8217; controversy cropped up regarding a video that LivePlace, owned by Brad Greenspan of MySpace fame, posted but says wasn&#8217;t supposed to be posted or made public...alas it got out there and the virtual community we...</description>
		<content:encoded><![CDATA[<p><strong>Virtual in the Cloud? Cinematic quality 3D rendering in a browser? For real?&#8230;</strong></p>
<p>So last week a lil&#8217; ol&#8217; controversy cropped up regarding a video that LivePlace, owned by Brad Greenspan of MySpace fame, posted but says wasn&#8217;t supposed to be posted or made public&#8230;alas it got out there and the virtual community we&#8230;</p>
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		<title>By: links for 2008-08-21 &#171; 個人的な雑記</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2443327</link>
		<dc:creator>links for 2008-08-21 &#171; 個人的な雑記</dc:creator>
		<pubDate>Thu, 21 Aug 2008 22:14:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2443327</guid>
		<description>[...] The Truth Behind Liveplace’s Photo-Realistic 3D World And OTOY’s Rendering Engine (tags: virtual rendering 3d cg liveplace) [...]</description>
		<content:encoded><![CDATA[<p>[...] The Truth Behind Liveplace’s Photo-Realistic 3D World And OTOY’s Rendering Engine (tags: virtual rendering 3d cg liveplace) [...]</p>
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		<title>By: Ben</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2443314</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Thu, 21 Aug 2008 21:58:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2443314</guid>
		<description>ah, sorry - that&#039;s a better description of what I meant. The &quot;pre-rendering&quot; is pre-rendered &amp; prepped for final.  I&#039;d love to see more of what otoy&#039;s engine can do.</description>
		<content:encoded><![CDATA[<p>ah, sorry &#8211; that&#8217;s a better description of what I meant. The &#8220;pre-rendering&#8221; is pre-rendered &amp; prepped for final.  I&#8217;d love to see more of what otoy&#8217;s engine can do.</p>
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		<title>By: Damn, Chris</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2443205</link>
		<dc:creator>Damn, Chris</dc:creator>
		<pubDate>Thu, 21 Aug 2008 20:06:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2443205</guid>
		<description>Step back, people.  Chris has spoken.</description>
		<content:encoded><![CDATA[<p>Step back, people.  Chris has spoken.</p>
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		<title>By: Damn, Chris</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2443198</link>
		<dc:creator>Damn, Chris</dc:creator>
		<pubDate>Thu, 21 Aug 2008 20:03:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2443198</guid>
		<description>Damn you&#039;re slow, Chris.  He said 32 users per server, not 8, and that would be simultaneous users, which means that each server would probably be able to handle 64-128 paying users, since they wouldn&#039;t all be online at once.

And comparing myspace to this is idiocy, although I know myspace is your most favorite thing in the world and you aspire to build something so shitty and ugly.  People will absolutely pay for something like this...look at WoW, EVE, and others.  Even on 2nd life, people often pay for stuff, just not to actually play.

Please, learn to read, and practice on another site.</description>
		<content:encoded><![CDATA[<p>Damn you&#8217;re slow, Chris.  He said 32 users per server, not 8, and that would be simultaneous users, which means that each server would probably be able to handle 64-128 paying users, since they wouldn&#8217;t all be online at once.</p>
<p>And comparing myspace to this is idiocy, although I know myspace is your most favorite thing in the world and you aspire to build something so shitty and ugly.  People will absolutely pay for something like this&#8230;look at WoW, EVE, and others.  Even on 2nd life, people often pay for stuff, just not to actually play.</p>
<p>Please, learn to read, and practice on another site.</p>
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		<title>By: Pageflakes Founder Bails From LiveUniverse</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2443172</link>
		<dc:creator>Pageflakes Founder Bails From LiveUniverse</dc:creator>
		<pubDate>Thu, 21 Aug 2008 19:45:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2443172</guid>
		<description>[...] on new ventures.&#8221; He gets a gold star for being able to work with the litigious and often-angry-at-TechCrunch Brad Greenspan for a solid four months.   CrunchBase Information   Dan Cohen  [...]</description>
		<content:encoded><![CDATA[<p>[...] on new ventures.&#8221; He gets a gold star for being able to work with the litigious and often-angry-at-TechCrunch Brad Greenspan for a solid four months.   CrunchBase Information   Dan Cohen  [...]</p>
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		<title>By: Mattan</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2443044</link>
		<dc:creator>Mattan</dc:creator>
		<pubDate>Thu, 21 Aug 2008 18:01:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2443044</guid>
		<description>The entire thing isn&#039;t &quot;pre-rendered&quot; per-se.  To entirely render each frame from every possible viewpoint would be impossible.

I think it is more likely that they just have a very complex and dynamic baking system (&quot;dynamic baking&quot;, is that an oxymoron?) which has all the necessary lighting, texture, and model data ready to go, and the final renderer has actually very little to do (cast avatar shadow and calculate reflections).  The dynamic part is that the baking changes as the primary light sources change (sun, street lamps, etc) and any user-created changes.

In other words the only thing it calculates is when something changes.  This means only reflections and your own shadows (and avatars+shadows of others) when you are flying around a city, since everything else is baked in until the time of day changes.  Supposedly they can even have on-the-fly terrain changes, which means only that is calculated dynamically until it stops changing, and then it bakes itself in.</description>
		<content:encoded><![CDATA[<p>The entire thing isn&#8217;t &#8220;pre-rendered&#8221; per-se.  To entirely render each frame from every possible viewpoint would be impossible.</p>
<p>I think it is more likely that they just have a very complex and dynamic baking system (&#8221;dynamic baking&#8221;, is that an oxymoron?) which has all the necessary lighting, texture, and model data ready to go, and the final renderer has actually very little to do (cast avatar shadow and calculate reflections).  The dynamic part is that the baking changes as the primary light sources change (sun, street lamps, etc) and any user-created changes.</p>
<p>In other words the only thing it calculates is when something changes.  This means only reflections and your own shadows (and avatars+shadows of others) when you are flying around a city, since everything else is baked in until the time of day changes.  Supposedly they can even have on-the-fly terrain changes, which means only that is calculated dynamically until it stops changing, and then it bakes itself in.</p>
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		<title>By: Ben</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2442956</link>
		<dc:creator>Ben</dc:creator>
		<pubDate>Thu, 21 Aug 2008 16:39:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2442956</guid>
		<description>For the folks who aren&#039;t familar with voxel technology and are screaming about how it &quot;can&#039;t be done!&quot; -- do a bit of googling.  The entire model is basically pre-rendered and has radiosity and raytracing from multiple light sources baked into it.  It&#039;s also the only way I can think of that you could support something that visually stunning from multiple perspectives, and I&#039;m glad Jules came out and confirmed that it&#039;s at least partially voxel based.  
@Mo -- Just a guess, but I&#039;d say that they&#039;re using specialized drivers (along the lines of how Nvidia&#039;s &quot;Cuda&quot; stuff can utilize gpu resources).</description>
		<content:encoded><![CDATA[<p>For the folks who aren&#8217;t familar with voxel technology and are screaming about how it &#8220;can&#8217;t be done!&#8221; &#8212; do a bit of googling.  The entire model is basically pre-rendered and has radiosity and raytracing from multiple light sources baked into it.  It&#8217;s also the only way I can think of that you could support something that visually stunning from multiple perspectives, and I&#8217;m glad Jules came out and confirmed that it&#8217;s at least partially voxel based.<br />
@Mo &#8212; Just a guess, but I&#8217;d say that they&#8217;re using specialized drivers (along the lines of how Nvidia&#8217;s &#8220;Cuda&#8221; stuff can utilize gpu resources).</p>
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		<title>By: T3chlusive</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2442912</link>
		<dc:creator>T3chlusive</dc:creator>
		<pubDate>Thu, 21 Aug 2008 15:53:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2442912</guid>
		<description>&quot;5. The render farm render all possible scenes in system. They are marked by positions, camera orientation.&quot;

NO.

http://www.garagegames.com/my/home/view.profile.php?qid=52582

I have some experience with game programming on both DX and OGL, and I know for a fact you can not render every single possible scene in even a tiny 3d space.

I was thinking that since the FLV flash video is only 320x240 that they could make a 1280x960 back buffer render per GPU

The 1280x960 square of video memory could render 16 @ 320x240 .flv sized scenes.

So instead of 1 GPU handling 1 buffer at a time, it could do 16 @ 320x240 .flv sized ones to be streamed to a flash player with red5 or FMS. So 1 GPU could do 16 users. 

But that would look like @ss. What they are showing is high res encoded down to FLV, and that would be terribly expensive resourcewise. I don&#039;t believe it.</description>
		<content:encoded><![CDATA[<p>&#8220;5. The render farm render all possible scenes in system. They are marked by positions, camera orientation.&#8221;</p>
<p>NO.</p>
<p><a href="http://www.garagegames.com/my/home/view.profile.php?qid=52582" rel="nofollow"></a><a href='http://www.garagegames.com/my/home/view.profile.php?qid=52582'>http://www.gara...e.php?qid=52582</a></p>
<p>I have some experience with game programming on both DX and OGL, and I know for a fact you can not render every single possible scene in even a tiny 3d space.</p>
<p>I was thinking that since the FLV flash video is only 320&#215;240 that they could make a 1280&#215;960 back buffer render per GPU</p>
<p>The 1280&#215;960 square of video memory could render 16 @ 320&#215;240 .flv sized scenes.</p>
<p>So instead of 1 GPU handling 1 buffer at a time, it could do 16 @ 320&#215;240 .flv sized ones to be streamed to a flash player with red5 or FMS. So 1 GPU could do 16 users. </p>
<p>But that would look like @ss. What they are showing is high res encoded down to FLV, and that would be terribly expensive resourcewise. I don&#8217;t believe it.</p>
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		<title>By: T3chlusive</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2442908</link>
		<dc:creator>T3chlusive</dc:creator>
		<pubDate>Thu, 21 Aug 2008 15:44:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2442908</guid>
		<description>8 users per server is going to pose other scalability problems such as power, space, and maintenance.

Right now a typical web 2.0 application will server tens of thousands of users per server.

&quot;If the monthly fee on average is $10, this is $640/month/server&quot;

Firstly, consider that Brad Greenspan is doing this. It will instantly be compared to MySpace, just as Vidilife was.
That being said, there was a huge campaign by MySpace competitors to make them lose users about 3-4 years ago. 
Rumors were spread that Tom was going to start charging people money to use MySpace. Tom would repeatedly come on and disclaim those rumors.

They&#039;ve conditioned people along with Facebook so well to expect social networking to be free, that a pay model will never work now. Lively and 2nd life added to that in the context of city space.

So now you have these expensive 8 GPU servers with no revenue except for some ad placement in the virtual world, which isn&#039;t that lucrative, and traditional internet adverts which are very unprofitable on social networks.</description>
		<content:encoded><![CDATA[<p>8 users per server is going to pose other scalability problems such as power, space, and maintenance.</p>
<p>Right now a typical web 2.0 application will server tens of thousands of users per server.</p>
<p>&#8220;If the monthly fee on average is $10, this is $640/month/server&#8221;</p>
<p>Firstly, consider that Brad Greenspan is doing this. It will instantly be compared to MySpace, just as Vidilife was.<br />
That being said, there was a huge campaign by MySpace competitors to make them lose users about 3-4 years ago.<br />
Rumors were spread that Tom was going to start charging people money to use MySpace. Tom would repeatedly come on and disclaim those rumors.</p>
<p>They&#8217;ve conditioned people along with Facebook so well to expect social networking to be free, that a pay model will never work now. Lively and 2nd life added to that in the context of city space.</p>
<p>So now you have these expensive 8 GPU servers with no revenue except for some ad placement in the virtual world, which isn&#8217;t that lucrative, and traditional internet adverts which are very unprofitable on social networks.</p>
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		<title>By: Pissende Teens Videos &#124; Frauen anpissen</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2442759</link>
		<dc:creator>Pissende Teens Videos &#124; Frauen anpissen</dc:creator>
		<pubDate>Thu, 21 Aug 2008 10:51:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2442759</guid>
		<description>[...] The Truth Behind Liveplace’s Photo-Realistic 3D World And OTOY’s &#8230; [...]</description>
		<content:encoded><![CDATA[<p>[...] The Truth Behind Liveplace’s Photo-Realistic 3D World And OTOY’s &#8230; [...]</p>
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		<title>By: Nikolay Kolev</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2442661</link>
		<dc:creator>Nikolay Kolev</dc:creator>
		<pubDate>Thu, 21 Aug 2008 07:03:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2442661</guid>
		<description>ATI RV770 with 1GB VRAM is less than $299. I&#039;m sure they have some deal with ATI, so, $250 x 8 = $2K add $3K for the server itself - $5K/server. Maybe less.

First, I think the focus would be mobile devices as there&#039;s no competition there. Even if they don&#039;t figure out a way for businesses to subsidize the cost, people now are willing to pay.

Let&#039;s assume that a server can handle 8 (number of GPUs) x 4 (users/GPU) = 32 *simultaneous* users. Of course, those users won&#039;t pay 24x7. And even if there will be peak hours, let&#039;s multiply 32 by a factor of just 2, i.e. 64 paying users/server. If the monthly fee on average is $10, this is $640/month/server, i.e. the server pays off in 8 months and then you start generating revenue. They may have pricing plans - free, mobile ($4.95), standard ($9.95), HD ($19.95), etc. Plan limitation could include number of hours per month, time of the day, peak/off-peak access, max resolution, max FPS, etc. Given people will be buying/renting space/stuff, there will be extra revenue. Advertising will bring additional revenue and eventually transaction fees from real purchases mad eat the VR shops will gradually become a major profit source, too. Buying stuff for yourself, gifts for others, or shopping together with friends and then receiving the stuff in the real world... the possibilities there have almost no limits!</description>
		<content:encoded><![CDATA[<p>ATI RV770 with 1GB VRAM is less than $299. I&#8217;m sure they have some deal with ATI, so, $250 x 8 = $2K add $3K for the server itself &#8211; $5K/server. Maybe less.</p>
<p>First, I think the focus would be mobile devices as there&#8217;s no competition there. Even if they don&#8217;t figure out a way for businesses to subsidize the cost, people now are willing to pay.</p>
<p>Let&#8217;s assume that a server can handle 8 (number of GPUs) x 4 (users/GPU) = 32 *simultaneous* users. Of course, those users won&#8217;t pay 24&#215;7. And even if there will be peak hours, let&#8217;s multiply 32 by a factor of just 2, i.e. 64 paying users/server. If the monthly fee on average is $10, this is $640/month/server, i.e. the server pays off in 8 months and then you start generating revenue. They may have pricing plans &#8211; free, mobile ($4.95), standard ($9.95), HD ($19.95), etc. Plan limitation could include number of hours per month, time of the day, peak/off-peak access, max resolution, max FPS, etc. Given people will be buying/renting space/stuff, there will be extra revenue. Advertising will bring additional revenue and eventually transaction fees from real purchases mad eat the VR shops will gradually become a major profit source, too. Buying stuff for yourself, gifts for others, or shopping together with friends and then receiving the stuff in the real world&#8230; the possibilities there have almost no limits!</p>
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		<title>By: Mo Kakwan</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2442649</link>
		<dc:creator>Mo Kakwan</dc:creator>
		<pubDate>Thu, 21 Aug 2008 06:45:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2442649</guid>
		<description>&quot;When scenes are entirely voxel based, the number of simultaneous viewports is less important than the total rendered area of all the viewports combined.&quot;

Weird that they&#039;d go the voxel rendering route. Hardware usually doesn&#039;t accelerate the drawing of voxels. Graphics hardware can draw triangles very quickly. Usually any voxel algorithm would need to be resolved to a triangulation method which then can be handed to the hardware for quick drawing. But even so in this case, it doesn&#039;t seem to make much sense. Anything you can do with voxels you can do with triangulated models. Unless they plan to have the ability to tunnel holes and have deformable terrain of sorts; I can&#039;t see why they&#039;d go the voxel route.

More info:
http://www.flipcode.com/archives/Realtime_Voxel_Landscape_Engines-Part_6_Hardware_Acceleration.shtml

(note that the link is from 2000.)
There was an old game that used voxels called outcast. Do a youtube search for it to see how it looked back in the day.</description>
		<content:encoded><![CDATA[<p>&#8220;When scenes are entirely voxel based, the number of simultaneous viewports is less important than the total rendered area of all the viewports combined.&#8221;</p>
<p>Weird that they&#8217;d go the voxel rendering route. Hardware usually doesn&#8217;t accelerate the drawing of voxels. Graphics hardware can draw triangles very quickly. Usually any voxel algorithm would need to be resolved to a triangulation method which then can be handed to the hardware for quick drawing. But even so in this case, it doesn&#8217;t seem to make much sense. Anything you can do with voxels you can do with triangulated models. Unless they plan to have the ability to tunnel holes and have deformable terrain of sorts; I can&#8217;t see why they&#8217;d go the voxel route.</p>
<p>More info:<br />
<a href="http://www.flipcode.com/archives/Realtime_Voxel_Landscape_Engines-Part_6_Hardware_Acceleration.shtml" rel="nofollow"></a><a href='http://www.flipcode.com/archives/Realtime_Voxel_Landscape_Engines-Part_6_Hardware_Acceleration.shtml'>http://www.flip...eleration.shtml</a></p>
<p>(note that the link is from 2000.)<br />
There was an old game that used voxels called outcast. Do a youtube search for it to see how it looked back in the day.</p>
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		<title>By: Brandon Watson</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2442628</link>
		<dc:creator>Brandon Watson</dc:creator>
		<pubDate>Thu, 21 Aug 2008 05:15:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2442628</guid>
		<description>I went to high school with Jules.  He&#039;s a genius, and I use that term sparingly.  He turned down Harvard to continue working on video games he started in high school.  He&#039;s been at this stuff for going on 20 years now.  Believe it.  I hadn&#039;t heard much about his most recent projects, as they were shrouded in mystery.  I&#039;m happy to see he&#039;s taken all of his Flash work to the next level.</description>
		<content:encoded><![CDATA[<p>I went to high school with Jules.  He&#8217;s a genius, and I use that term sparingly.  He turned down Harvard to continue working on video games he started in high school.  He&#8217;s been at this stuff for going on 20 years now.  Believe it.  I hadn&#8217;t heard much about his most recent projects, as they were shrouded in mystery.  I&#8217;m happy to see he&#8217;s taken all of his Flash work to the next level.</p>
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		<title>By: OTOY - Server Side Rendering - CrazyEngineers Forum</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2442616</link>
		<dc:creator>OTOY - Server Side Rendering - CrazyEngineers Forum</dc:creator>
		<pubDate>Thu, 21 Aug 2008 04:50:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2442616</guid>
		<description></description>
		<content:encoded><![CDATA[<p>[...] latest technology that produces photo realistic 3D virtual world. Read this post on TechCrunch &#8211;  The Truth Behind Liveplace&#8217;s Photo-Realistic 3D World And OTOY&#8217;s Rendering Engine    __________________ -The Big K- Founder &amp; Administrator  The Big Ks Superblog  About CE  [...]</p>
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		<title>By: sankkyu</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2442608</link>
		<dc:creator>sankkyu</dc:creator>
		<pubDate>Thu, 21 Aug 2008 04:22:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2442608</guid>
		<description>my money is also on overlayed avatars with pre-calculated 3d scenes on the background. The user wont be able to move the point-of -view.</description>
		<content:encoded><![CDATA[<p>my money is also on overlayed avatars with pre-calculated 3d scenes on the background. The user wont be able to move the point-of -view.</p>
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		<title>By: eugene jen</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2442601</link>
		<dc:creator>eugene jen</dc:creator>
		<pubDate>Thu, 21 Aug 2008 04:01:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2442601</guid>
		<description>I found all replies on TechCrunch are all trapped in an assumption: &quot;For each client, the server has to render the whole scene again and again&quot;

I guess in fact they don&#039;t need to do that. Here is my guess.

1. Given a city model, it can be rendered according to camera location, orientation.

2. If users are only allow to walk on the street. Which reduce the possible rendering camera position and possible orientations.

3. If user can only move in fixed speed.

4. Given 1, 2, 3. The possible camera positions, orientations are limited.

5. The render farm render all possible scenes in system. They are marked by positions, camera orientation.

6. Assemble all rendering scenes according to users&#039; camera position, orientation and pace and stream the whole scene out.

7. We can add one more parameter, time of the scene. So a city can have 24 hours and the change of Sun, Moon.

So the problem is reduced to how to assemble those scene fast enough and streaming them. And because it will be a movie, so one important thing is to find the difference between two scene and compress them quickly.

If they want to add users&#039; avatars, the avatars may not need to be ray-traced. But just a object overlay in the scene.</description>
		<content:encoded><![CDATA[<p>I found all replies on TechCrunch are all trapped in an assumption: &#8220;For each client, the server has to render the whole scene again and again&#8221;</p>
<p>I guess in fact they don&#8217;t need to do that. Here is my guess.</p>
<p>1. Given a city model, it can be rendered according to camera location, orientation.</p>
<p>2. If users are only allow to walk on the street. Which reduce the possible rendering camera position and possible orientations.</p>
<p>3. If user can only move in fixed speed.</p>
<p>4. Given 1, 2, 3. The possible camera positions, orientations are limited.</p>
<p>5. The render farm render all possible scenes in system. They are marked by positions, camera orientation.</p>
<p>6. Assemble all rendering scenes according to users&#8217; camera position, orientation and pace and stream the whole scene out.</p>
<p>7. We can add one more parameter, time of the scene. So a city can have 24 hours and the change of Sun, Moon.</p>
<p>So the problem is reduced to how to assemble those scene fast enough and streaming them. And because it will be a movie, so one important thing is to find the difference between two scene and compress them quickly.</p>
<p>If they want to add users&#8217; avatars, the avatars may not need to be ray-traced. But just a object overlay in the scene.</p>
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		<title>By: bilbo</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2442574</link>
		<dc:creator>bilbo</dc:creator>
		<pubDate>Thu, 21 Aug 2008 03:20:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2442574</guid>
		<description>I read once that California alone uses more energy than the entire nation of China.  Looking at this startup, OTOY, I can see why.  1.5Kw PER SERVER!  Let&#039;s suppose everything they say is true.  They will need only 1000 of these servers to serve 1,000,000 people.  That is, 1000 people can be served per server.   That is 1.5MW!  1.5MWhrs EVERY hour for a SINGLE game with 1,000,000 players that uses this technology.  World of Warcraft has 9,000,000.  Myspace has God knows how many concurrent users, tens of millions probably.

No offense, but I hope not a lot of publishers decide to use this stuff.</description>
		<content:encoded><![CDATA[<p>I read once that California alone uses more energy than the entire nation of China.  Looking at this startup, OTOY, I can see why.  1.5Kw PER SERVER!  Let&#8217;s suppose everything they say is true.  They will need only 1000 of these servers to serve 1,000,000 people.  That is, 1000 people can be served per server.   That is 1.5MW!  1.5MWhrs EVERY hour for a SINGLE game with 1,000,000 players that uses this technology.  World of Warcraft has 9,000,000.  Myspace has God knows how many concurrent users, tens of millions probably.</p>
<p>No offense, but I hope not a lot of publishers decide to use this stuff.</p>
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		<title>By: Been There</title>
		<link>http://www.techcrunch.com/2008/08/20/the-truth-behind-liveplaces-photo-realistic-3d-world-and-otoys-rendering-engine/comment-page-1/#comment-2442565</link>
		<dc:creator>Been There</dc:creator>
		<pubDate>Thu, 21 Aug 2008 03:01:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.techcrunch.com/?p=21128#comment-2442565</guid>
		<description>Anyone who has ever done business with Brad Greenspan knows what kind of toxic BS to expect out of him.  Why do you think he was forced out of Intermix?  Ask around.  My advice: stay away.</description>
		<content:encoded><![CDATA[<p>Anyone who has ever done business with Brad Greenspan knows what kind of toxic BS to expect out of him.  Why do you think he was forced out of Intermix?  Ask around.  My advice: stay away.</p>
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