Going to inline mode...hope that is ok. I took out some of your text, but I kept what seemed best. I'm enjoying this discussion as I see the world from an AI perspective and I've seen such amazing things that trained AI models can accomplish so I'm a bit bullish.
I run my view of TMC in dark, so writing in green (my fav color)...
FWIW I agree AI can do amazing amazing things... but I think that does tend to induce the idea it can do ANY amazing thing, and I'm not sure I agree with that.
Regarding redundancy--I think you are conflating 2 different things?
There's 2 nodes but they are
absolutely not redundant and haven't been in years because there isn't enough compute on either node to run the system... They only ran a full copy of the full stack on each node for about 6ish months back in late 2019/early 2020 and haven't been able to since as compute demands increased beyond the capacity of a single node.
There's also 2 NPUs per node- but last I saw those were being used together for more compute, not as redundancy for each other (in fact most writeups with any detail I can find specifically cite the combined throughput of the two)... but even if they were running independently, that doesn't make the whole node redundant because they can't fit all the code in a single node (even WITH 2 NPUs) so again- not redundant.
There BEING two entire nodes was explicitly for redundancy per the presentation where HW3 was revealed- but they ran out of compute roughly mid-2020 in a single node so that has been long gone.
This has been pretty widely discussed- for years- so I'm unsure why you still think they "have plenty"?
If they had plenty they would not be node-splitting code, as that causes a large hit to performance because the system was never designed for that and you take a big performance hit crossing between nodes. Instead they'd be running the prod stack in one node, and all the test/campaign code in node B. They
can't because the prod stack doesn't have nearly enough compute for it and hasn't since at least mid-2020.
Green quite some time ago on this said:
do keep in mind that cross-node multitasking is much-much-much harder than local node, so IMO going for that trouble signifies how badly they need the extra compute
As to the rest, as I say, it largely reads like "AI does amazing things, so clearly it'll keep doing even more amazing ones that solve all these issues" which still reads as magical thinking to me.
I'm
not remotely an expert on AI or ML- want to be clear on that. So I do think at least SOME of what you suggest is solvable with AI... I'm not convinced all of it is, but....
But I have read papers on for example some of the really amazing stuff they can do cleaning up things like "cameras that get raindrops on them" so I can understand why that may seem solvable... but for one, those papers are generally using significantly higher resolution cameras to start with, so they have a LOT more information to use to clean up the image... and for another they're not typically ALSO trying to use the image to, in real time, determine distance, speed, etc in mono (which is also solvable of course but adds a lot more compute and complexity in addition to the image cleanup and it ALL has to happen virtually instantly in real time)....and speaking of real time, the cleanup generally takes a LONG time (relative to the time a car has to understand what it is seeing)- one paper I recall to do this on images roughly the resolution of Teslas cameras would take almost 1 full second per frame of added processing- which is massively too much delay to be useful for driving even if you had the spare compute available to do it- which HW3 does not. Those papers are a few years old now, doubtless they've improved, and video prob. improves further- but I'm not aware of it having improved so much it wouldn't add too much processing time for driving at speed exclusively on vision, again if the spare compute to do it existed.
Which again points to, at the very least, the compute HW being
woefully insufficient for this task if that's your fix. And possibly the cameras being too low res to provide enough non-obscured data per frame to get fully useful info out of even if you do throw tons of compute at it (and cleaning up higher res cameras from dirt/rain/etc would take
even more compute to render in a useful amount of time.
They are ALREADY out of compute, fully using BOTH nodes for a single stack of it with no redundancy. At L2 that while pretty good still needs significant human supervision and can't see well enough in moderately bad weather let alone really bad weather...or if there's dirt on one camera....or if there's sun in the "eye" of one camera. So even if we buy into "AI can fix everything- eventually- even if it's stuff they haven't fixed yet years later and seen no sign they're fixing so far because this stuff still turns itself off in even moderate rain" it can't do that with the existing HW3.
As to why HW3 was developed- again, we know, for a fact, HW2.x was incapable of processing all the cameras at full frame rates...by a significant margin.
I don't disagree there were OTHER reasons and benefits for making their own-- but the need to actually be able to process every frame would have to be one of them. They made HW3 because neither HW2.0 or HW2.5 could not do the job--- even though they repeatedly claimed each could when they introduced THAT.
Eventually they will admit the same about HW3 from every bit of behind the scenes data folks like Green have shown us, plus everything I've read about what is required for some of the AI magic you're basing your conclusions on.
Moving on to the cameras.... HW does fail.... (I've had a side camera replaced for this in fact under warranty). AI can't fix a camera no long existing. A redundant camera could though. It would also make handling obscured vision from dirt/water/sun MASSIVELY easier to deal with because you'd have a second view- and also significantly simplify distance and speed judgement with stereo. There's SOME overlap on the side/rear stuff, but there's also pretty large blind spots if you remove one entirely. This is one I think would be entirely unneeded for L3, but would be for L5.
Lastly- addressing your suggestion of solving being unable to see objects low/in front when parked by simply backing up a bit first.... it's a good idea at first glance but there's a major flaw with that idea.
How does FSD park?
It pulls in backward.
Which often means it will be
physically impossible to back up from parked later because there's a wall, another car, a concrete bar, etc behind the vehicle- leaving no room to do so.
Now, I don't want to make this a THINK ABOUT THE STRAY CATS CRAWLING UNDER CARS thing... there's still any number of production cars that can't see this stuff in this situation, regardless of a human being there or not- so while I don't think this is a deal breaker to the car driving and just accepting the same sort of risk current cars do, I also don't think it's fully solvable with current HW unless they add a parking cam (as they appear to have done on the prototype cybertruck for example).