So if the rendering is lightweight enough, you can multiplex potentially lots of simultaneous jobs onto a smaller pool of beefy GPU server instances.
Still, all these GPU-backed cloud services are expensive to run. Right now it’s paid by VC money — just like Uber used to be substantially cheaper than taxis when they were starting out. Similarly everybody in consumer AI hopes to be the winner who can eventually jack up prices after burning billions getting the customers.
So you can basically spin off a few GPUs as a baseline, allocate streams to them then boot up a new GPU when existing GPUs get overwhelmed.
Does not look very different than standard cloud compute management. I’m not saying it’s easy, but definitely not rocket science either.
Okay found it, $0.24 per minute, on the bottom of the pricing page.
That means they can spend $14/hour on GPU and still break even. So I believe that leaves a bit of room for profit.
We bill in 6 second increments, so you only pay for what you use in 6 second bins.
That said, a GPU per generation (for some operational definition of "generation") isn't uncommon, but there's a standard bag of tricks, like GPU partitioning and batching, that you can use to maximize throughput.
While degrading the experience sometimes, little or by a lot, thanks to possible "noisy neighbors". Worth keeping in mind that most things are trade-offs somehow :) Mostly important for "real-time" rather than batched/async stuff of course.