Earlier quoted context omitted.
I would approach it like this: 1) find some graphics problems which people say are not possible on any near-term hardware 2) study the algorithms and identify low level calculations which, if you could do orders of magnitude more of them, would allow you to solve the problem. 3) get a bunch of FPGAs and try to design a machine which can (very slowly) run that architecture 4) once you’ve got it working, slowly replace…
> SDFs and raytracing An easy one would be: have each GPU raytrace a (say) 320x240 scene, each offset by fractions-of-a-pixel[0] or multiples-of-a-screen from each other, then have a final GPU stitch them together into a full-res video. 0: If you this with 60x1080 resolution, you might be able to replace the final GPU with a dumb hardware multiplexer, though that would make compositing painful at best.
We had hardware that the would merge DVI from up to 8 GPUs, in separate nodes, and produce a single image.