Their tech really didn't push boundaries that much, at least not usefully, in recent years.
The distinction to make is that it was poorly applied. That doesn't mean it wasn't there. id tech 4 and 5 were examples of id taking Carmack's latest idea and running with it full stop, even if the tech wasn't ready.
Other developers eschewed these technologies in favor of older ones, because they had the focus to pick tech they could apply immediately and successfully to fulfill their vision. id didn't have this focus, and the games clearly suffered as they made the games to suit the technology. The so-called "tech-demo" syndrome that everybody uses to describe the latest id games.
Eventually those technologies made it into other games. Per-pixel shading is all over the place now, but still alongside lightmaps. Megatexturing is so compelling that support for it is built into the latest graphics standards, so that games can use it properly and without putting in the monumental effort that Carmack did.
You can't say that he wasn't pushing boundaries. Come on. It's all right there. The games were failures, and other engines look better in many aspects, but the tech was there and it was ahead of its time.
Zenimax not wanting their prized programmer to spend a lot of his time working on promotional material for his other business seems reasonable. I don't fault them for it, nor do I fault him for leaving to work on another passion.
Two things had become constants at id: the lack of interesting games, and the boundary-pushing tech. Lets be honest, the only thing at id that kept it notable was Carmack. And I say that with a crushed, broken heart, as one who's run a TF server, mastered the trick jumps, and played thousands of rounds well after Quake was out of its prime.
Carmack leaving id for Oculus will free him from the constraints of a big business and allow him to inject some of that coding genius into yet another promising, young, experimental industry. This is exactly where we need him, and where he'll be able to thrive.
I'm sure he means Intel's Quick Sync hardware codecs, which are integrated on Intel's CPUs and does not use the integrated GPU.
My understanding of AMD's VCE is that it is also a fully separate codec which does not use any GPU compute power, though they do have optimized paths to copy the framebuffer into VCE for low-latency screen capture.
Teenagers are famous for their lack of impulse control. Either it is my age showing or there really does seem to be an decrease of impulse control among American teens.
I don't think impulse control has decreased at all. The only difference I've noted is that the hyper-connectivity of modern times provides much more opportunity to exercise their lack of impulse control. It's exacerbated further due to their parents not having grown up in a remotely similar environment, and so being unable to anticipate certain things.
Likely very true for simple static text. A number of games do more complex things though, such as 3D huds that shift with movement. This should be able to render them in realtime without sacrificing quality, which is pretty cool.
Although rendering text correctly is maddenly complex, the reasons described here aren't actually any of them.
The things described here are more a result of the good established libraries only being written for the CPU. Not because GPU is more complex, but simply because nobody had taken the time to do it.
I've often thought the great potential of Microsoft's DirectWrite was wasted on Direct3D. Having an Open replacement provides so many more opportunities.
I don't see any reason you couldn't route a call through Tor to hide your location. Of course, it's seeming more and more likely that parts of Tor have been compromised, so maybe that won't help all that much.
The model demoed is said to have 30ms latency, total, from user input to screen. They've mentioned their end goal is sub-20ms. Current thinking is that 7-15ms is the ideal where we aren't able to perceive any lag.
The CPU in this has four 32-bit 2.3GHz Cortex A15 cores. A model will come out later with two 64-bit 2.5GHz "Denver" cores -- a CPU of NVidia's own making which they haven't released many details about but their benchmarks show as significantly faster.
When I saw them marketing it as 192 cores I let out a sigh... because these kind of dumb tactics are so expected now.
AGG uses templates to select all number of things, from component type, colorspace, blending, renderers, and various other things. It is not cryptic at all.
Intel's AVX-512 is really friggin cool, and a huge departure from their SIMD of the past. It adds some important features -- most notably mask registers to optimally support complex branching -- which make it nearly identical to GPU coding so that compilers will have a dramatically easier time targeting it. I doubt it will kill discrete GPUs any time soon, but it's a big step in that long-term direction.
Cairo is a great library, I've used it and found it very easy, but it's not remotely approaching a standards-quality design. The closest I've seen would be Anti-Grain Geometry, which makes phenomenal use of templates.
For me it was never trying to be a social network. Wave was a great blend between chat, email, and forums which was phenomenal for collaboration on projects.
Unfortunately I never used it beyond that. It was way too bulky as a replacement for random chat, never had the features to properly replace forums, and we're pretty much stuck with email now so no point in trying to replace that.
I can understand needing to alter some things for 3D, like ensuring proper non-nauseating focus, or maybe there's missing geometry out of shot which the slightly repositioned cameras would expose. But this bit doesn't make a lot of sense to me:
Furthermore, the original movie was made for cinemas and was 24fps; a lot of changes to the animations had to be made to get the correct results.
In any game engine it would be trivial to adjust 1/48th exposure and 24fps to 1/120th exposure and 60fps. I find it difficult to believe animations would be keyframed to 24fps in a way that couldn't be correctly lerped.
Can someone explain in more detail the challenges they faced?
Your projects were likely doing something which resulted in undefined behavior. It's been extremely rare to have GCC break working standards-compliant code.
Short of encrypting data before it hits the server, using a private key that is managed only by the user, there really isn't anything these big companies can do to improve your security.
Protecting data in transport? HTTPS's key management is compromised so that's not going to protect against the NSA. Are they going to overhaul that system?
The only place I could see this being used is when they don't care about the driver or damage to the immediate surrounding area. Think a military base or checkpoint which requires cars to be moving at low speeds through a track of concrete barriers.
I've never met someone who picked Myriad over Arial that I couldn't trust. Clearly he's discovered this secret.
In all seriousness, dealing with criminals as a profession doesn't mean you can't have a personal life. Maybe he's into typography and felt like ranting on his personal time. I've said similar things jokingly, though perhaps court workers need higher standards.
Their tech really didn't push boundaries that much, at least not usefully, in recent years.
The distinction to make is that it was poorly applied. That doesn't mean it wasn't there. id tech 4 and 5 were examples of id taking Carmack's latest idea and running with it full stop, even if the tech wasn't ready.
Other developers eschewed these technologies in favor of older ones, because they had the focus to pick tech they could apply immediately and successfully to fulfill their vision. id didn't have this focus, and the games clearly suffered as they made the games to suit the technology. The so-called "tech-demo" syndrome that everybody uses to describe the latest id games.
Eventually those technologies made it into other games. Per-pixel shading is all over the place now, but still alongside lightmaps. Megatexturing is so compelling that support for it is built into the latest graphics standards, so that games can use it properly and without putting in the monumental effort that Carmack did.
You can't say that he wasn't pushing boundaries. Come on. It's all right there. The games were failures, and other engines look better in many aspects, but the tech was there and it was ahead of its time.
Zenimax not wanting their prized programmer to spend a lot of his time working on promotional material for his other business seems reasonable. I don't fault them for it, nor do I fault him for leaving to work on another passion.
Two things had become constants at id: the lack of interesting games, and the boundary-pushing tech. Lets be honest, the only thing at id that kept it notable was Carmack. And I say that with a crushed, broken heart, as one who's run a TF server, mastered the trick jumps, and played thousands of rounds well after Quake was out of its prime.
Carmack leaving id for Oculus will free him from the constraints of a big business and allow him to inject some of that coding genius into yet another promising, young, experimental industry. This is exactly where we need him, and where he'll be able to thrive.
I'm sure he means Intel's Quick Sync hardware codecs, which are integrated on Intel's CPUs and does not use the integrated GPU.
My understanding of AMD's VCE is that it is also a fully separate codec which does not use any GPU compute power, though they do have optimized paths to copy the framebuffer into VCE for low-latency screen capture.
Teenagers are famous for their lack of impulse control. Either it is my age showing or there really does seem to be an decrease of impulse control among American teens.
I don't think impulse control has decreased at all. The only difference I've noted is that the hyper-connectivity of modern times provides much more opportunity to exercise their lack of impulse control. It's exacerbated further due to their parents not having grown up in a remotely similar environment, and so being unable to anticipate certain things.
Same. It was about 3hr before Gmail was up and running 100% for us.
Likely very true for simple static text. A number of games do more complex things though, such as 3D huds that shift with movement. This should be able to render them in realtime without sacrificing quality, which is pretty cool.
Although rendering text correctly is maddenly complex, the reasons described here aren't actually any of them.
The things described here are more a result of the good established libraries only being written for the CPU. Not because GPU is more complex, but simply because nobody had taken the time to do it.
I've often thought the great potential of Microsoft's DirectWrite was wasted on Direct3D. Having an Open replacement provides so many more opportunities.
I don't see any reason you couldn't route a call through Tor to hide your location. Of course, it's seeming more and more likely that parts of Tor have been compromised, so maybe that won't help all that much.
It's dumb, but many businesses don't think in terms of more than one year. You've got a yearly budget and can't spread purchases out.
The model demoed is said to have 30ms latency, total, from user input to screen. They've mentioned their end goal is sub-20ms. Current thinking is that 7-15ms is the ideal where we aren't able to perceive any lag.
So basically, the cartels have been watching season 4 of Weeds, which had exactly this tunnel between Mexico and US. Hahah.
The CPU in this has four 32-bit 2.3GHz Cortex A15 cores. A model will come out later with two 64-bit 2.5GHz "Denver" cores -- a CPU of NVidia's own making which they haven't released many details about but their benchmarks show as significantly faster.
When I saw them marketing it as 192 cores I let out a sigh... because these kind of dumb tactics are so expected now.
AGG uses templates to select all number of things, from component type, colorspace, blending, renderers, and various other things. It is not cryptic at all.
Intel's AVX-512 is really friggin cool, and a huge departure from their SIMD of the past. It adds some important features -- most notably mask registers to optimally support complex branching -- which make it nearly identical to GPU coding so that compilers will have a dramatically easier time targeting it. I doubt it will kill discrete GPUs any time soon, but it's a big step in that long-term direction.
Cairo is a great library, I've used it and found it very easy, but it's not remotely approaching a standards-quality design. The closest I've seen would be Anti-Grain Geometry, which makes phenomenal use of templates.
For me it was never trying to be a social network. Wave was a great blend between chat, email, and forums which was phenomenal for collaboration on projects.
Unfortunately I never used it beyond that. It was way too bulky as a replacement for random chat, never had the features to properly replace forums, and we're pretty much stuck with email now so no point in trying to replace that.
Finally, someone finds a great case for extending copyright.
I can understand needing to alter some things for 3D, like ensuring proper non-nauseating focus, or maybe there's missing geometry out of shot which the slightly repositioned cameras would expose. But this bit doesn't make a lot of sense to me:
Furthermore, the original movie was made for cinemas and was 24fps; a lot of changes to the animations had to be made to get the correct results.
In any game engine it would be trivial to adjust 1/48th exposure and 24fps to 1/120th exposure and 60fps. I find it difficult to believe animations would be keyframed to 24fps in a way that couldn't be correctly lerped.
Can someone explain in more detail the challenges they faced?
Your projects were likely doing something which resulted in undefined behavior. It's been extremely rare to have GCC break working standards-compliant code.
Short of encrypting data before it hits the server, using a private key that is managed only by the user, there really isn't anything these big companies can do to improve your security.
Protecting data in transport? HTTPS's key management is compromised so that's not going to protect against the NSA. Are they going to overhaul that system?
The only place I could see this being used is when they don't care about the driver or damage to the immediate surrounding area. Think a military base or checkpoint which requires cars to be moving at low speeds through a track of concrete barriers.
Is rec. short for approved standard or recommendation?
When speaking video standards, Rec. 2020 is short for ITU-R Recommendation BT.2020. Not sure who started that abbreviation, but it's stuck.
there are no standards today for how many frames per second should be used in broadcasting media.
Rec. 2020, a standard used by UHD, specifically gives framerates of 120p, 60p, 59.94p, 50p, 30p, 29.97p, 25p, 24p, and 23.976p.
I've never met someone who picked Myriad over Arial that I couldn't trust. Clearly he's discovered this secret.
In all seriousness, dealing with criminals as a profession doesn't mean you can't have a personal life. Maybe he's into typography and felt like ranting on his personal time. I've said similar things jokingly, though perhaps court workers need higher standards.