McCombe: We see no reason this would be in a game console eventually, it's just a matter of silicon integration with existing screen processors.
Knowing that we've solved these problems, I think the real challenge at this point is a business challenge and a market challenge of trying to break the Catch 22 that game developers won't write for a platform that doesn't have acceptance, and isn't integrated into commodity hardware. And commodity hardware vendors might be hesitant to integrate a piece of custom silicon into the hardware when there isn't content working for it.
Industry Standard: That's a pretty big nut to crack.
McCombe: We have a solution for that. We have this small little thing called the 3D professional market, which already places a tremendously high value on ray tracing and is willing to pay for it. And out solution right now without being integrated into a stream processor [or] a separate chip, is it's still able to provide tremendous orders of magnitude speed gain to that market, and they're willing to pay for that.
And it's our belief that if we can be successful in the 3d professional market and show that we can massively accelerate ray tracing for offline rendering, and we can offer interactive ray tracing for artistic preview while they're working, that because we're able to be successful in that space, this allows that technology to gradually trickle down to the consumer space to be used in games when the market is ready for it.