VGi sat down with
VGi: Tell us about the latest developments at OTOY.
OTOY: At OTOY, what we're most excited about and what we're promoting are very much one and the same. In the broader context, we're really excited about the increasing ubiquity of cloud-related technologies that are going to dramatically change the way consumers enjoy media and entertainment, including games. From an infrastructure standpoint, cloud service providers such as Amazon continue to beef up their hardware making increasingly capable graphics processing available for all who want them, localized in data centers around the world, which greatly helps latency issues. Cloud computing in general continues to see declining prices through industry competition. High-speed Internet in the US, while not as advanced as some Asian countries, continues to improve with Google Fiber bringing 1 Gbps Internet to a dozen cities. Cable and telco companies are gradually increasing speeds too. At the consumer level, technologies like the Oculus Rift and even
You're seeing the early impacts of these technologies as the burgeoning
All of these things are really exciting for us. At OTOY, these developments are enabling some amazing breakthroughs that take advantage of the increasingly cloud-ready world. OTOY sits at the cross-section of the technologies I mentioned earlier, delivering software that lets content creators do their best work, in less time, anywhere and from any device, and ultimately leading to stunning 3D works for gaming and entertainment.
We just recently showed off a forthcoming feature of our OctaneRender software that will let content creators produce photorealistic, completely interactive holographic video – what
You can read more about the work we're doing on holographic video in these two announcements:
Beyond that, we're also really excited about putting the power of the cloud in the hands of anyone who wants it. We just announced our X.IO cloud service that instantly ports Windows-based programs to the cloud, making them available on any platform and any device. For those who want that type of cloud horsepower to reside locally, we're also intending to lease X.IO hardware appliances that will let developers and publishers have a private cloud experience, using that horsepower for rendering or development purposes, or to bring applications to the cloud for end-users.
You can read more about the X.IO cloud service here: http://render.otoy.com/newsblog/?p=580.
VGi: What are your thoughts on how the Cloud Gaming industry is developing right now?
OTOY: As mentioned earlier, technology is moving at an incredible pace and cloud gaming in 12 to 18 months will be very different from the cloud gaming that we think of today. How will things like
As traditional cloud gaming challenges such as latency are overcome, the question then becomes what can we do with the cloud? Holographic video is a great example of how we can deliver gaming that is incredibly high quality, accurately simulating the way the real world looks. The end result may be something that more closely resembles the look and feel of today's
Beyond the content, there's also how we experience cloud gaming. There's little doubt that Samsung and Oculus want to bring
One prediction that's relatively easy to make for the next 18 months is that cloud gaming, if it's to be successful, will require cooperation and collaboration. There's no one company that has all of the answers, and to build something truly spectacular and make it work, we'll need to work together. We're excited for the role OTOY can play in that regard.
VGi: OTOY's LightStage technology allows for 360-degree holographic capture of people that has the potential to drastically change how the media and games industries produce content. How do you see this opening up capabilities for cloud gaming developers?
OTOY: OTOY's LightStage technology has been used for years to capture people for feature films and game development. The technology effectively captures the data set you need to create a "digital double" of whoever is being scanned. The hope is that in the years to come we can shrink the technology to a point of being used to effortlessly scan sets or environments, but we're still a ways off from that. For now, the biggest impact on game developers is that they can have incredibly realistic people in their games. The scanning of people is so accurate that you get pore-level detail. Of course, if you're delivering a game for a console, you're limited by the hardware and have to dial down the detail of characters. For cloud developers though, with enough horsepower available, you can use the same level of detail that has traditionally been reserved for
VGi: It's great to have OTOY back on board as our Lead Diamond Sponsor, what are you looking forward to most at the conference?
OTOY: We're incredibly passionate about enabling content creators to do their best work, in part because we get to enjoy the fruits of their labor. We're also really excited to interact with the top talents on the ecosystem side – the other hardware and software players that make cloud gaming possible and are defining its future. At
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