They didn't say they accuracy of their predictions had increased 10-fold. Only that their computing power has. Unless the accuracy of the input data has increased, all we know for sure is that their electricity bill is going to be higher.
I'm sympathetic to any idea that reduces bureaucracy - and there's a huge amount of bureaucracy in handing out benefits. But you have to have incentives to work other than social pressures. If you don't the tax burden on those who do work in order to pay those who don't reduces incentives further and you'll be in quite a fix.
Put it this way: Let Finland experiment with it and we'll see what happens.
Being given money for nothing doesn't disincentivise work? That makes absolutely no sense whatsoever. Of course they're going to pull in non-working immigrants from the rest of the EU. Free Money tends to do that.
I suppose my point was that if they have an empirical test that determines the presence or absence of consciousness, they should publish right away. Otherwise... why the disclaimer.
I'm guessing Bethesda have a lot of money invested in their engine and the bean counters just don't see the benefit of going cross-platform. This will be easier (cheaper) with Vulkan, assuming they're going to use a next-gen API with their next release. And I've got a sneaking suspicion that when developers look at the new API landscape, Vulkan will be a no-brainer. It won't be superior to D3D 12, it'll just be installed on more machines.
This is what fully comprehensive insurance is for. I have it. It covers me and my passengers. It costs me £32 a month. IT seems to me that what's going on here is insurance companies contriving with legislators to screw money out of customers (as customers are ultimately paying the insurance premium, not the cab drivers) with entirely fictional "business insurance".
I think you've got your argument completely upside down there. You should be asking why commercial insurance is so high, not lamenting Uber's cheapness. And if you want to destroy any kind of commercial innovation, all you need to do is throw a public subsidy at it.
It's not just the number of API calls, it's all the things that go on in the driver. Things like shader recompiles to match new hardware state, mutexes and blocks on resource use, resource use tracking to make sure the next call doesn't interfere with the previous one and so on. There's a huge amount of bloat in drivers at the moment and it all contributes to the relative lack of efficiency. There's a fantastic post here at gamedev on the subject
There are two factors to consider when it comes to vendor specific extensions or minimum sets of functionality. The first is that you want to design for the minimum if your goal is to reach the broadest possible audience. If you want to do something "cool" with extended functionality for specific classes of hardware or even a specific instance, then I don't see why a good API would prevent that. The second point is that being visible outside of a D3D, Vulkan or OpenGL API update cycle allows hardware innovation to proceed outside of it too.
You can imagine a situation where hardware vendors invent feature X and then push for feature X to be part of the API. When the API is released nobody uses feature X. All it did was contribute to API bloat. If you allow the extension to be used outside of the API cycle, at least someone is going to try it out and see if it's of any value. Then you're in a better position to know whether it belongs in the next minimum set of functionality or not.
Gains from threaded rendering with D3D 11 were marginal to non-existent because of the way the driver worked. With D3D12 (and Vulkan), threading is a 1st class citizen. You'll be able to call into the driver without a blocking penalty, so it will genuinely be faster (all else being equal). D3D12 doesn't "mandate" MT rendering by the way. You can still do everything on a single thread if you want.
You can switch most if not all of Windows 10 "chatter" off. But if you're determined on this point just wait until 4th quarter or early next year for Vulkan, which will run on 7 (and XP) and obviously Linux. Valve have done a lot of work on this.
Privacy is something to be concerned about not just on Windows but everywhere. I don't know why people focus on Microsoft when Apple and Google do similar things.
They didn't say they accuracy of their predictions had increased 10-fold. Only that their computing power has. Unless the accuracy of the input data has increased, all we know for sure is that their electricity bill is going to be higher.
"beating their chest" - what a disgraceful thing to say. These guys are being rightfully applauded for their act.
I'm sympathetic to any idea that reduces bureaucracy - and there's a huge amount of bureaucracy in handing out benefits. But you have to have incentives to work other than social pressures. If you don't the tax burden on those who do work in order to pay those who don't reduces incentives further and you'll be in quite a fix.
Put it this way: Let Finland experiment with it and we'll see what happens.
Being given money for nothing doesn't disincentivise work? That makes absolutely no sense whatsoever. Of course they're going to pull in non-working immigrants from the rest of the EU. Free Money tends to do that.
I suppose my point was that if they have an empirical test that determines the presence or absence of consciousness, they should publish right away. Otherwise... why the disclaimer.
They have absolutely no way of knowing whether it's conscious or not.
I'm guessing Bethesda have a lot of money invested in their engine and the bean counters just don't see the benefit of going cross-platform. This will be easier (cheaper) with Vulkan, assuming they're going to use a next-gen API with their next release. And I've got a sneaking suspicion that when developers look at the new API landscape, Vulkan will be a no-brainer. It won't be superior to D3D 12, it'll just be installed on more machines.
Mature.
This is what fully comprehensive insurance is for. I have it. It covers me and my passengers. It costs me £32 a month. IT seems to me that what's going on here is insurance companies contriving with legislators to screw money out of customers (as customers are ultimately paying the insurance premium, not the cab drivers) with entirely fictional "business insurance".
I think you've got your argument completely upside down there. You should be asking why commercial insurance is so high, not lamenting Uber's cheapness. And if you want to destroy any kind of commercial innovation, all you need to do is throw a public subsidy at it.
No. You didn't link this proof either.
It doesn't say which version of DirectX it's comparing against. As he's using Windows 8.1 it certainly wasn't D3D 12.
It's not just the number of API calls, it's all the things that go on in the driver. Things like shader recompiles to match new hardware state, mutexes and blocks on resource use, resource use tracking to make sure the next call doesn't interfere with the previous one and so on. There's a huge amount of bloat in drivers at the moment and it all contributes to the relative lack of efficiency. There's a fantastic post here at gamedev on the subject
There are two factors to consider when it comes to vendor specific extensions or minimum sets of functionality. The first is that you want to design for the minimum if your goal is to reach the broadest possible audience. If you want to do something "cool" with extended functionality for specific classes of hardware or even a specific instance, then I don't see why a good API would prevent that. The second point is that being visible outside of a D3D, Vulkan or OpenGL API update cycle allows hardware innovation to proceed outside of it too.
You can imagine a situation where hardware vendors invent feature X and then push for feature X to be part of the API. When the API is released nobody uses feature X. All it did was contribute to API bloat. If you allow the extension to be used outside of the API cycle, at least someone is going to try it out and see if it's of any value. Then you're in a better position to know whether it belongs in the next minimum set of functionality or not.
Gains from threaded rendering with D3D 11 were marginal to non-existent because of the way the driver worked. With D3D12 (and Vulkan), threading is a 1st class citizen. You'll be able to call into the driver without a blocking penalty, so it will genuinely be faster (all else being equal). D3D12 doesn't "mandate" MT rendering by the way. You can still do everything on a single thread if you want.
You can switch most if not all of Windows 10 "chatter" off. But if you're determined on this point just wait until 4th quarter or early next year for Vulkan, which will run on 7 (and XP) and obviously Linux. Valve have done a lot of work on this.
Privacy is something to be concerned about not just on Windows but everywhere. I don't know why people focus on Microsoft when Apple and Google do similar things.
We do know why DX12 is a lot faster. For example here's one of a thousand articles about it. Also please see NVIDIA's SIGGRAPH 2015 presentation on Vulkan (same kind of technology as D3D 12).