~/talk

The Future of Computer Entertainment to 2050

Talkat Konsoll 2013 · 2013-10-03..10-04· [game-development]
links:none on file
slides:none on file

Forecasts three concrete fronts: hardware, markets, and aesthetics. Predicts real-time ray tracing, inverse kinematics and true locomotion for lifelike motion; specialized AI hardware (an AI Seek chip for massive pathfinding) and GPUs repurposed for neural nets; VR headsets remain niche because of motion sickness and social isolation. Foresees mobile-first growth in places like India where there are 400 million mobile phones but only 90,000 consoles, consoles without local drives, games-as-a-service, automatic difficulty, artificial people indistinguishable by 2050, and education fully game-integrated.

AI-written summary · about

  1. 0:00Introduction
  2. 1:14Three Perspectives
  3. 1:34Technological Advancement
  4. 2:02Sports Games
  5. 4:53Animation
  6. 8:20inverse kinematics
  7. 8:31AI challenges
  8. 10:53Building content
  9. 12:23Spore
  10. 14:08No Stop
  11. 15:13Looking Forward
  12. 16:33RealTime Ray Tracing
  13. 17:42AI Hardware
  14. 18:39AI Seek
  15. 20:06AI on GPUs
  16. 20:52Virtual Reality
  17. 23:48PC vs Consoles
  18. 25:53Local Forms of Entertainment
  19. 28:36Economic Growth
  20. 30:38Organized Piracy
  21. 32:42Aging Player Base
  22. 34:50Real Broadband
  23. 35:36Electronic Software Distribution
  24. 36:39Video Game Delivery
  25. 37:50Retail Shopping
  26. 38:33Mobile Entertainment
  27. 39:33Mobile Phones
  28. 40:44Aesthetic Development
  29. 43:02HalfLife
  30. 43:36Replacing tired conventions
  31. 44:43Cultural credibility
  32. 47:17Academic research
  33. 48:35Game industry
  34. 49:50New value chain
  35. 51:31Multiple intelligent cameras
  36. 52:44Video and audio
  37. 53:36Broadband
  38. 54:21Popular fantasies
  39. 56:20Games of 2050
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