If it's truly an unavoidable instakill then the game is broken and should be patched. More likely it's avoidable, so it's not "cheap" and merely an effective tactic. That isn't griefing, it's good play.
Or on second thoughts, if you're happy with current video technology then you might want to pretend you never read this. Once you've seen the flaws you can't unsee them. Video standards are a ugly mass of hacks, so the more you learn the more annoyed you'll be.
A big part of the LCD blur is caused by the sample and hold light characteristic. Watch some 60Hz content frame tripled on a 180Hz CRT (0ms response time) and you'll see almost identical blur to a fast LCD. Switching to 120Hz reduces this blur by half and well as improving the smoothness of the motion. For legacy 60Hz content you can either interpolate new frames (causing motion artifacts and increasing latency), use blank frame insertion (trading blur for flicker), or double the frames (keeping the SAH blur).
Ideally I'd like a flatscreen with CRT style impulse light characteristic and 120Hz support. That would be enough to display motion almost indistinguishable from real life. It probably isn't possible yet with OLED, but SED could manage it if it's every released and maybe OLED will eventually get there. Otherwise, sample and hold light at 240Hz would probably be enough for the blur to be unnoticeable.
I don't care about 3D graphics, but 60Hz LCDs are inadequate for displaying perfectly smooth blur-free motion. 120Hz LCDs can show almost as high quality motion as a CRT, so I look forward to them becoming widely available.
Are you sure music helps? I used to believe that myself, but after measuring productivity with and without music I found I worked better without background music.
College students regularly carry 10lbs or more of books without question. A laptop with >24h battery life would be an ideal book replacement, so it would be worth the weight IMO.
File size isn't all that useful, because the ratio of copyrights to bytes is so variable. Eg. downloading the Atari 2600 romset infringes a huge number of copyrights in a very small size.
One Library of Congress is about 10TB. Manufacturing and using 10 hard discs has much less environmental impact than building and maintaining the physical Library of Congress.
The problem is that the terms were never fairly negotiated. Those who benefit from extended monopolies manipulate the public through their control of the media and influence politicians through "lobbying". The imbalance of power is such that the goal has changed from benefiting society as a whole to consolidating the power of a small elite. This is true wherever there is government able to enforce artificial scarcity, so there is no somewhere else to go.
Society did not decide that artists should be able to earn a living, society decided that they wanted a lot of new works made. The incentive given (temporary monopoly rights) allows some artists to earn a living as a side effect. But now a small minority have twisted the situation with propaganda to make people think that artists earning a living by controlling other people's private communication was the original goal. They should only get to do so if it's really best for society as a whole, and the evidence for that is very weak. If it turns out that artificial monopolies are not the best solution then they'll just have to make money by providing services or making rivalrous goods like everyone else.
Nothing wrong with paying people to write software. What is wrong is attempting to censor the private communication of ever other person on the planet. To justify such serious violation of freedom of speech takes enormous benefit to society. Back when copyright monopoly length was shorter and the opportunity cost was much lower because of lack of distribution technology, copyright was arguably justifiable. What we have now is something designed to consolidate the power of a small elite at enormous cost to society.
I can understand your concern, but fortunately there's a simple solution. Keep those "products of your mind" (which in reality are the product of all minds back to the beginning of civilization) to yourself, and then you'll never have to worry about other people following natural human instinct and sharing that information!
The left border definitely gives it a spammy feel. If I came across a Bing results page unexpectedly I'd probably mistake it for a link farm and immediately close it by mouse gesture without even reading anything. Would take less than a second.
When people measure game performance they usually only measure framerate. Nobody measures control latency, so this encourages design choices that trade responsiveness for framerate. Things like alternative frame rendering in multi-GPU setups instead of split frame rendering, and triple or higher n-buffering. Even if it's not a conscious choice, people get away with lazy high latency design because by nobody mentions it in reviews, so by the time the buyer finds out it will be too late. In complicated engines with many layers of abstraction it's very easily to accidentally increase latency:
Different drives have a different read offset. I'd assume release groups would compensate for this properly, but if you haven't configured your ripping software correctly the hash might be enough to identify the drive it was ripped on:
The quality of the pattern design is in its function. It's designed to present just the right mix of dodging, "reading" and memorizing such that it's an enjoyable challenge to overcome. This is not art, this is craft. If you start paying attention to how pretty it looks for spectators then you end up with something inferior, like the Touhou games.
If it's truly an unavoidable instakill then the game is broken and should be patched. More likely it's avoidable, so it's not "cheap" and merely an effective tactic. That isn't griefing, it's good play.
With no training at all I can clearly distinguish between walls and curtains. I can't detect a pen in front of my mouth though.
Or on second thoughts, if you're happy with current video technology then you might want to pretend you never read this. Once you've seen the flaws you can't unsee them. Video standards are a ugly mass of hacks, so the more you learn the more annoyed you'll be.
Read this: http://www.microsoft.com/whdc/archive/TempRate.mspx
A big part of the LCD blur is caused by the sample and hold light characteristic. Watch some 60Hz content frame tripled on a 180Hz CRT (0ms response time) and you'll see almost identical blur to a fast LCD. Switching to 120Hz reduces this blur by half and well as improving the smoothness of the motion. For legacy 60Hz content you can either interpolate new frames (causing motion artifacts and increasing latency), use blank frame insertion (trading blur for flicker), or double the frames (keeping the SAH blur). Ideally I'd like a flatscreen with CRT style impulse light characteristic and 120Hz support. That would be enough to display motion almost indistinguishable from real life. It probably isn't possible yet with OLED, but SED could manage it if it's every released and maybe OLED will eventually get there. Otherwise, sample and hold light at 240Hz would probably be enough for the blur to be unnoticeable.
I don't care about 3D graphics, but 60Hz LCDs are inadequate for displaying perfectly smooth blur-free motion. 120Hz LCDs can show almost as high quality motion as a CRT, so I look forward to them becoming widely available.
In a country without socialized healthcare, fraud *is* a violent crime.
Are you sure music helps? I used to believe that myself, but after measuring productivity with and without music I found I worked better without background music.
It used a 6510, which is a modified version of the 6502 with an extra IO port.
We already have separate prices for different races in the education market.
College students regularly carry 10lbs or more of books without question. A laptop with >24h battery life would be an ideal book replacement, so it would be worth the weight IMO.
File size isn't all that useful, because the ratio of copyrights to bytes is so variable. Eg. downloading the Atari 2600 romset infringes a huge number of copyrights in a very small size.
One Library of Congress is about 10TB. Manufacturing and using 10 hard discs has much less environmental impact than building and maintaining the physical Library of Congress.
The problem is that the terms were never fairly negotiated. Those who benefit from extended monopolies manipulate the public through their control of the media and influence politicians through "lobbying". The imbalance of power is such that the goal has changed from benefiting society as a whole to consolidating the power of a small elite. This is true wherever there is government able to enforce artificial scarcity, so there is no somewhere else to go.
Society did not decide that artists should be able to earn a living, society decided that they wanted a lot of new works made. The incentive given (temporary monopoly rights) allows some artists to earn a living as a side effect. But now a small minority have twisted the situation with propaganda to make people think that artists earning a living by controlling other people's private communication was the original goal. They should only get to do so if it's really best for society as a whole, and the evidence for that is very weak. If it turns out that artificial monopolies are not the best solution then they'll just have to make money by providing services or making rivalrous goods like everyone else.
Puzzle Pirates is written in cross platform Java. Works on every major OS.
Somewhere around 5 years seems optimal.
Nothing wrong with paying people to write software. What is wrong is attempting to censor the private communication of ever other person on the planet. To justify such serious violation of freedom of speech takes enormous benefit to society. Back when copyright monopoly length was shorter and the opportunity cost was much lower because of lack of distribution technology, copyright was arguably justifiable. What we have now is something designed to consolidate the power of a small elite at enormous cost to society.
I can understand your concern, but fortunately there's a simple solution. Keep those "products of your mind" (which in reality are the product of all minds back to the beginning of civilization) to yourself, and then you'll never have to worry about other people following natural human instinct and sharing that information!
It didn't work even back then. Cracked software spread almost as fast by sneakernet and BBSes as it does now by Internet.
Doom 1 needed a 386 or higher to run, and a 486 or higher for acceptable framerate.
The left border definitely gives it a spammy feel. If I came across a Bing results page unexpectedly I'd probably mistake it for a link farm and immediately close it by mouse gesture without even reading anything. Would take less than a second.
When people measure game performance they usually only measure framerate. Nobody measures control latency, so this encourages design choices that trade responsiveness for framerate. Things like alternative frame rendering in multi-GPU setups instead of split frame rendering, and triple or higher n-buffering. Even if it's not a conscious choice, people get away with lazy high latency design because by nobody mentions it in reviews, so by the time the buyer finds out it will be too late. In complicated engines with many layers of abstraction it's very easily to accidentally increase latency:
http://www.gamasutra.com/view/feature/1942/programming_responsiveness.php?print=1
Latency is just as important as framerate for feeling of immersion.
Different drives have a different read offset. I'd assume release groups would compensate for this properly, but if you haven't configured your ripping software correctly the hash might be enough to identify the drive it was ripped on:
http://www.accuraterip.com/driveoffsets.htm
The quality of the pattern design is in its function. It's designed to present just the right mix of dodging, "reading" and memorizing such that it's an enjoyable challenge to overcome. This is not art, this is craft. If you start paying attention to how pretty it looks for spectators then you end up with something inferior, like the Touhou games.