5 ms·
> Walking through a city, you might have 100 NPCs on the screen at once, who all have hair. This is why I'm most excited for high-core counts leading to game d
by FractalParadigm 5y ago
> Walking through a city, you might have 100 NPCs on the screen at once, who all have hair.
This is why I'm most excited for high-core counts leading to game development that allows these kinds of things to run in their own hardware threads. Imagine a world where each of those 100 NPCs has hair simulated on one thread, clothing simulated in another, world interaction on another, even AI generation on its own thread.
It's crazy just looking 10-20 years back and seeing where we are today. Compare this tech demo to Skyrim (2011) or GTA III (2001) and it's just incredible that we're looking at photorealistic, ray-traced, real-time "gameplay" like this on a home video game console. Or just compare GPU specs, the GeForce3 (2001), GTX 580 (2011), and RTX 3090 (2021) all have texture fill rates of 1.92, 49.41, and 556.0 GTexel/s respectively, with similar increases in raw floating-point performance. The future is exciting.
- faeyanpiraat 5y agoThe speedup is slowing down though.
- TuringTest 5y agoBut imagine if all these calculations for multiple objects were made on a server, in a shared persistent world that could then be projected onto particular views for each final user connected to the system. Oh, wait...