Linked by Thom Holwerda on Mon 7th Apr 2014 22:17 UTC

It looks like the Internet of Things could be the next big computing battleground, and Microsoft seems willing to sacrifice a few battles in order to win that war. Facebook is chasing virtual reality; Google wants home automation, smartwatches, and internet-connected glasses. More than 200 billion devices are likely to be connected to the internet by 2020, a huge example of the way the technology industry will shift and new battles will emerge. Satya Nadella believes the future isn't Windows desktops, Windows tablets, and Windows Phones. It's not Windows everywhere, it's Microsoft everywhere, offering software and services for every device - including an entire world of interconnected devices that have yet to be built.

The speed with which is doing this u-turn makes it quite clear that people within the company wanted to do this for a long, long time (otherwise it could not have been done this quickly), which implies that Ballmer may have simply held these changes back.

The elephant in the room here is that while people talk about Microsoft as if the company is down and out, it's still hugely profitable and has consistently been posting great financial results. It's just that Microsoft's money isn't coming from sexy products like smartphones and tablets, but from enterprise and backend stuff - stuff the technology press either can't write about, doesn't understand, or both. It's very similar to all those articles claiming Apple no longer innovates and disrupts, even though the company sent shockwaves through the microprocessor world.

In any case, it seems like Microsoft finally found the right direction in this new world.

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WereCatf companies are already having uses for it. Render node sharing allows far more control.

Really if you look at a case of blender movie production examples and other real worlds you find out something bad. When you need a really big GPU the reality is you will want to be able to take up any slack usage.

Multi seat allows light users to share their unused GPU time with heavy users.

There is more than 1 way to slice up the GPU using Render nodes.

Render Nodes have the name Nodes for a reason. A user on a node might in fact be using many Nodes at once. Each node being a individual system.

The means to share the GPU to more than 1 user opens up a stack of new options.

Basically Render Nodes work both ways. Means to break up gpu power between many users inside a single node/system as well as combined the power of many GPU's on many different nodes/systems into one super processing solution.

Interesting right. Light users can be stacked on reduced video cards as well so leaving more GPU processing space for heavy users.

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