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hughj

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hughj

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The thing with speed runs being segmented (Jeff mentioned HL2), is that the original speed run recordings on Quake1 involved recording demos (in-engine recordings, not video), so the community of individuals that were first doing these would have been capturing, reporting and sharing their best-times on a per-level basis. As a result of this you would see compilations made from all the best times, as well as total times where all the segments were completed by one person.

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hughj

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@kevinski:"Sega even printed "128 bit graphics"..."

This marketing tradition briefly carried over to PC hardware with Creative's Soundblaster 16, AWE32 and AWE64. GPUs followed suit with ATI's Rage-128, Nvidia's Geforce-256, and Matrox's Parhelia-512. Thankfully by that point there was enough focus on benchmarking, raw performance metrics (fillrate/texelrate), and graphics API support that there wasn't much need for a weakly justified 'bit' classification.

I recall a lot of guffawing on some of the tech forums back when the "Geforce 256" moniker was first announced, because it had a 128bit memory bus and you could only find a '256' number by doing some creative math (from what I recall) by multiplying the number of pipelines by the number of texture samplers.

These days instruction width, memory bus width, memory address size have become a lot less homogeneous as the architectural needs have diverged. No one has need for 128bit address space across the entire system, but there's still cases where 128, 256, and 512 bit make sense (SIMD instructions being the obvious example.)

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hughj

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@pisscubes: *shrug* You said you want Abby on because she's female, and that her not being on was "glaring", and you're bothered by the fact that people are giving you sensible/civilized rationales for why that is.

I'll be honest with you - I noticed Abby's absence as well. My next thought though was to recognize that Abby is a video producer, and that I could just as well have viewed Jan (as a person of color) being absent in the same light if I chose to. Doing the visible minority math to figure out who is more or less disadvantaged and should be given special treatment just seems like a race to the bottom and a conversation killer.

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Edited By hughj

Reminds me of sitting in a theater next to a toddler that's easily distracted and having a hard time keeping up with the plot.

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hughj

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In regards to the Kinect2 adapter: all it's doing is adding a 12V line to what is otherwise just a USB 3.0 plug. As of a couple months ago that adapter was still selling for like $40 despite the Kinect2 sensor itself only being maybe $80-90, so a lot of folks are/were opting to solder in their own 12V power source instead.

Hardware aside, the SDK software and documentation is still available so I don't expect any developers that are using the Kinect1/2 will be affected by this. Moreover, developers in that field aren't likely to be starved for video/motion capture hardware given all the attention that's focused on facial recognition, AR/VR tracking+mapping, coupled with the machine learning boom. Kinect will probably end up being viewed like the tablet that Gates was championing back in ~2000 - the right general idea, but at least a decade too early for where the tech was.

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I don't understand the negativity toward the success of Star Citizen's crowd funding, such that the most positive thing one can say is that people are at liberty to throw their own money away. A developer is able to make the game he wants to make, a community of people are able to provide him the funds to do it, and there's no publisher or business model that could make this sort of project happen otherwise. Regardless of the who/how/when of Star Citizen's funding and release, even if the game were 100% completed and somehow free, I doubt Giant Bomb's staff would end up playing it anymore than they do DCS or Arma.

I'm not a Star Citizen backer myself, but I'm glad that something like that can exist. I view it as a positive that a market of people whom are not satisfied with what publishers are offering them, instead of turning to social media slacktivism to tell the industry what they don't want, are actually putting money down in advance to create what they do want.

People like to talk fondly about games like Tie Fighter and how they wish there could be another one. Well if that game were to be made now it would need a good gaming PC, a HOTAS, the budget would be $100+ million, and 95% of the people that were asking for it probably wouldn't even end up buying it. Chris Roberts was facing that problem and somehow managed to connect with that 5% of the market in a symbiotic arrangement that the majority seem satisfied with. Good for them. I can think of a handful of other PC developer+genre pairings that I'd like to follow that route.

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hughj

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How 'bout some 3 or 4-man RecRoom dungeons? They've got Jeff's Rift, the studio's Vive, and at least one PSVR somewhere?

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hughj

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Whenever I've done VR with multiple people I've made sure to swap the foam interfaces between each session and leave the damp one next to the PC's exhaust to dry off. Better still would be to buy the cloth aftermarket covers so that you can throw them in the washing machine. Also breathable gym clothing is a must - Vinny doing this in a long-sleeve sweater seems cruel and unusual to me.

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hughj

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I have to wonder what the input lag is like for Abby. This is definitely one of those games that's going to punish you if you have a couple extra frames of latency. When Dan beat Tyson they actually went to the trouble of splitting the analog video at the source so Dan could play directly attached to a CRT.

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Edited By hughj

This is giving me flashbacks of trying to watch a movie on a scrambled cable channel.

edit: hah, guess Alex said that too.