Imagine what Nvidia’s vision of an interconnected mirrorworld would require. Or the kind of simulations needed to map the entire geometry of a city, then adjust everything from traffic lights to 5G radio waves to optimize the flow of people and information in real time. Just for next year’s MILE which has yet to be announced, Genvid would need 200 percent more GPUs and CPUs.
The insatiable need for processing—ideally as close to the user as possible, but even close to industrial server farms—has always inspired the concept of decentralized computing. With so many powerful and often inactive devices in the home and in the hands of consumers, it’s inevitable that we’ll need to develop systems to harness them efficiently. Culturally, at least, th uganda mobile database idea is already well understood. Anyone who installs solar panels on their home can sell excess electricity to the local grid and, indirectly, their neighbors. Elon Musk has boasted about a future in which your Tesla can be rented out as a self-driving car when not in use, rather than sitting in your garage 99% of the time.
One of the interesting items on my to-do list back in 1998 when we released the first Unreal game was to enable game servers to communicate with each other so that we could have an unlimited number of players in a single game session - and it seems to still be on our wish list. The question of whether it is possible to develop a game that can be played by millions of players in the same shared world is a very interesting challenge for the games industry right now.