Many big studios have their proprietary solutions for pipeline stuff, years of R&D, probably they won't throw away them and replace with this PDG stuff instantly. However the Pilot PDG can be something like the next-gen off the shelf pipeline growth platform. Rather than the rigid Python code-snake, I think this will enable guys to grow the pipeline more organically, and it can fill the hole between the tech-minded pipeline dept. and artist-driven tasks.
I think the visual representation is better for communication than any code, so the exchange between departments and people can be more fluent/effective. For debugging, it's also a different level, as they mentioned in the presentation. To be honest originally VFX/animation isn't about coding, and it's quite deprivating when the requirements in a job offer for an artist role contain something like this “Python coding skills are highly recommended”. Hopefully this will change in the future and PDG can make the kick-in, thumbs up SideFX!
I aggree with Kai Xu
, smaller studios and freelancers, indie game creators will benefit more from PDG. We actually get an off-the-shelf pipeline platform, so it will be practically possible to set up a complex pipeline and throw away boring and repetitive tasks which take huge amount of time and also draws down the creative stuff to general office work. Small studios can be big-like whith this, without the usual disadvantages.
An interview with Simon Holmedal crosses my mind: (the relevant part starts at 0:45):Mouvo 2017 Simon Holmedal
Btw, watching the communicating flashing dots in the presentation, I felt this excitement Node Encounters of the Third Kind