Performing OpenGL rendering on the application server circumvents the issues introduced by indirect rendering, since the application now has a fast and direct path to the 3D rendering hardware. If the 3D rendering occurs on the application server, then only the resulting 2D images must be sent to the user's desktop. Images can be delivered at the same frame rate regardless of how big the 3D data was that was used to generate them, so performing 3D rendering on the application server effectively converts the 3D performance problem into a 2D performance problem. The problem then becomes how to stream 1-2 megapixels of image data over a network at interactive frame rates, but commodity technologies (HDTV, to name one) already address this problem.