Let's say you're into World of Warcraft. Every once in a while, you download an expansion pack--probably in the background because it's so large--to expand the world. What happens when the world is so large that it's too big to fit on your hard drive? Maybe you want to interact with the world from a mobile device, which has even more limited resources. One solution might be to stream the world to users as necessary--only transmit what the user can see now and in the immediate future. Services like Google Stadia somewhat reflect this premise, but they are streaming video, which will always require a lot of bandwidth. What if the stream were just geometry information, and the users' devices just run a game engine client?
I built out a proof of concept called Build the Oasis: City. You can download the client and receive the city geometry from a server while looking around for monkeys. (Shout out to the Blender community!) For a complete list of download options, including an unsigned MacOS version, or to contact the developer (me), visit https://www.buildtheoasis.com.
I'm particularly interested to hear from anybody who thinks this might be a useful approach to delivering their game's world. Regarding the video's emphasis on the reduction of overdraw, the response I typically get from professional game developers is, "Game engines already do that." My innovation, if anything, is the just-in-time deliver of geometry.