Maybe this photo will help to make the concept more clear. The quantum entanglement pairs are seen on the table, with the operator holding one of them. The little colored spheres represent the current state. Calculations performed by the processor can be seen on the background display. Of course this is just a radically simplified representation of the general idea.
I think it's simply because HiDPI systems have been waiting for themselves, and still are more or less lacking on PCs. Slapping that 1366x768 on a 15.6" screen yields 100 dpi which has been kind of a de facto standard for a basic screen. If you today buy a 15.6" laptop with 1920x1080 resolution, it will still be painful to use as the text is so small.
Let's also not forget that back in the days of MS-DOS there wasn't a consistent audio API and if the game developer didn't support your card, integrated or otherwise, you were SOL. The only (buggy) standard was SoundBlaster Emulation
There wasn't any "SoundBlaster Emulation" standard or anything even reminiscing an API. The games fully provided the sound drivers which always communicated directly to the hardware.
However there were third party hardware abstraction layers such as the Miles Sound System, which provided the developers bunch of sound drivers and an API to program against.
The precise problem seems to be that the third party Vista driver added some host-side functionality which Creative wanted to be only on some other cards, creating artificial limitations.
Interestingly enough, 1024x768, while not luxurious, is still enough to do all the basic tasks. All web pages fit it fine, programming is possible, e-mail ok, word processing ok, 3D games can be played (and are fast as there are not that many pixels to render). On the other hand, tasks like photo editing and multitrack audio will be too painful. Playing HD video in its native resolution is also not possible and it will be downscaled.
Can you really not figure out that the solution to such a problem is to add more detail to your question, indicating what you've already researched?
Let's say you want to develop a 3D game that has to work in all the absolutely most crusty computers that can be found. Then you want go with OpenGL 1.x and the fixed function pipeline. Just observe all the whining that appears. How you should use shaders, and how even shader-based OpenGL 2.x is not sufficient but for some academic reasons you want at least 3.x because it has the core profiles, so that even accidentally you won't be using any legacy functionality. Even despite the fact that games like Angry Birds and Minecraft actually still support OpenGL 1 for the best compatibility.
I find it incredibly annoying when I have accurately researched some topic and know what I'm doing, but when I'm asking about some detail, some jackass starts walking me through that whole jarring "why do you want to do that" dance!
Well, they were quite cheesy, I skipped a lot of them. I wonder if somewhere inside the engine the "Roman reputation" parameter sunk down quite deep when I always made excuses to the "hey cousin want to play some pool" phone calls.:)
Simple (only tens of thousands of lines code needed, hehheh). You program a Full Secure Erase feature in the phone. It wipes all personal data, resets all the settings, removes user-installed apps, deletes caches and erases the memory card. All the jazz. Filling with zeroes is used where appropriate. Then the phone is put into OOBE (out-of-box experience) mode, which means that on next startup it says "Hey, I see you are using the phone for the first time, let's set up a couple of things."
Make this a de-facto standard feature on every smartphone. You probably want to password-protect the operation so that thieves cannot exploit it so easily to "anonymize" the phone.
Then you just advocate folk about the risks and why using this "FSE" feature is important before selling your phone.
This is not new or unique. The PC is full of games that have ridiculously bad console-to-PC ports; With shitty controls, poor graphics, bad performance, and with absolutely no configurability.
Mmmyeah. I never got some of the mini-games, such as bowling, to work properly with keyboard and mouse in GTA IV for PC. Great quality assurance, LOL.
The actual algorithms used in that game are fairly trivial, and he didn't invent them or anything, nor was coding them up a huge challenge.
They are not that trivial. Writing a 2.5D renderer and understanding BSP trees is quite hard. Not the hardest thing on the planet, but requires a guy with decent amount of experience.
How the heck would "Server & Tools Division" suggest that?
I meant I hope Haiku OS takes off (not that Ubuntu is bad).
:D
Good points.
Maybe this photo will help to make the concept more clear. The quantum entanglement pairs are seen on the table, with the operator holding one of them. The little colored spheres represent the current state. Calculations performed by the processor can be seen on the background display. Of course this is just a radically simplified representation of the general idea.
I think it's simply because HiDPI systems have been waiting for themselves, and still are more or less lacking on PCs. Slapping that 1366x768 on a 15.6" screen yields 100 dpi which has been kind of a de facto standard for a basic screen. If you today buy a 15.6" laptop with 1920x1080 resolution, it will still be painful to use as the text is so small.
Good point, Excel spreadsheets with many columns definitely benefit from a high-resolution wide screen.
In Windows 9x there was also little activity lights for dial-up connection in the system tray.
I second this recommendation. The typical headphone output of a PC simply does not deliver much output power.
Let's also not forget that back in the days of MS-DOS there wasn't a consistent audio API and if the game developer didn't support your card, integrated or otherwise, you were SOL. The only (buggy) standard was SoundBlaster Emulation
There wasn't any "SoundBlaster Emulation" standard or anything even reminiscing an API. The games fully provided the sound drivers which always communicated directly to the hardware.
However there were third party hardware abstraction layers such as the Miles Sound System, which provided the developers bunch of sound drivers and an API to program against.
The precise problem seems to be that the third party Vista driver added some host-side functionality which Creative wanted to be only on some other cards, creating artificial limitations.
You're not still running 1024x768, are you?
Interestingly enough, 1024x768, while not luxurious, is still enough to do all the basic tasks. All web pages fit it fine, programming is possible, e-mail ok, word processing ok, 3D games can be played (and are fast as there are not that many pixels to render). On the other hand, tasks like photo editing and multitrack audio will be too painful. Playing HD video in its native resolution is also not possible and it will be downscaled.
Can you really not figure out that the solution to such a problem is to add more detail to your question, indicating what you've already researched?
Let's say you want to develop a 3D game that has to work in all the absolutely most crusty computers that can be found. Then you want go with OpenGL 1.x and the fixed function pipeline. Just observe all the whining that appears. How you should use shaders, and how even shader-based OpenGL 2.x is not sufficient but for some academic reasons you want at least 3.x because it has the core profiles, so that even accidentally you won't be using any legacy functionality. Even despite the fact that games like Angry Birds and Minecraft actually still support OpenGL 1 for the best compatibility.
I find it incredibly annoying when I have accurately researched some topic and know what I'm doing, but when I'm asking about some detail, some jackass starts walking me through that whole jarring "why do you want to do that" dance!
I also have VDSL2 and my latency to PoP located 25 km away is is 24 ms.
To the IP drain? The same as before.
So 20 milliseconds? Like in other DSL technologies.
Well, they were quite cheesy, I skipped a lot of them. I wonder if somewhere inside the engine the "Roman reputation" parameter sunk down quite deep when I always made excuses to the "hey cousin want to play some pool" phone calls. :)
Simple (only tens of thousands of lines code needed, hehheh). You program a Full Secure Erase feature in the phone. It wipes all personal data, resets all the settings, removes user-installed apps, deletes caches and erases the memory card. All the jazz. Filling with zeroes is used where appropriate. Then the phone is put into OOBE (out-of-box experience) mode, which means that on next startup it says "Hey, I see you are using the phone for the first time, let's set up a couple of things."
Make this a de-facto standard feature on every smartphone. You probably want to password-protect the operation so that thieves cannot exploit it so easily to "anonymize" the phone.
Then you just advocate folk about the risks and why using this "FSE" feature is important before selling your phone.
Yep. And the PS3 and XB360 are still very good platforms actually.
This is not new or unique. The PC is full of games that have ridiculously bad console-to-PC ports; With shitty controls, poor graphics, bad performance, and with absolutely no configurability.
Mmmyeah. I never got some of the mini-games, such as bowling, to work properly with keyboard and mouse in GTA IV for PC. Great quality assurance, LOL.
Ok, I see it now. Thanks for explaining.
While we are at it, let's throw the Vim author Bram Moolenaar in the mix.
I'm a Herb Sutter fan too. :)
The actual algorithms used in that game are fairly trivial, and he didn't invent them or anything, nor was coding them up a huge challenge.
They are not that trivial. Writing a 2.5D renderer and understanding BSP trees is quite hard. Not the hardest thing on the planet, but requires a guy with decent amount of experience.
We should give him a Cononymous Award.
That's a good question too.