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hughj

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hughj

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The difficulty with different VR systems interoperating is that most of the meaningful innovation that's occurred since the days of Palmer's duct tape prototype is not in the hardware but rather the software runtime environment that interfaces between the application and the hardware. The runtime environment handles the frame buffer initialization, timing, compositing, reprojection, etc which reduces perceived latency and compensates for erratic performance.

For me the concerning part of Oculus leaving the dedicated PCVR market is that they're unlikely to further invest in R&D that's specific to the Oculus PC runtime if it wouldn't also be feasible to run on the Quest SoC. IIRC, I recall Carmack stating that the performance footprint of their PC runtime compositor by itself would utilize 100% of their mobile SoC resources, mandating that the mobile flavor of their runtime be very pared down.

Regarding the Quest<->PC via wifi, It's good to keep in mind that while Jeff's experience falls within his tolerance levels, that may not be the case for others and presumably Oculus/Facebook have some harder statistical basis for what is or isn't satisfactory for their market. A big selling point of the Quest is to avoid "your mileage may vary" circumstances as much as possible, so allowing things like sideloading and wifi-tethering feels more like an obfuscated concession to appease the niche enthusiast community.

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hughj

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"Big Navi" is colloquially referring to it being the 'big' die/chip version of 'Navi' (which is the family codename for the most recent generation of AMD GPUs. Similarly, "Big Maxwell" was the colloquial name for the bigger Maxwell GPU (GM200) used on the 980ti and TitanX cards, distinguishing it from the smaller Maxwell chip (GM204) used on the 970 and 980 cards. The main reason for the existence of a colloquial name is because the community anticipation of the GPU tends to precede the confirmation of an official codename or SKU.

You don't hear the "big" designation as much anymore for Nvidia's chips because they've added an even bigger tier which is datacenter-only. Ignoring those datacenter chips: 1080ti/TitanXp would be 'big Pascal' (GP102), 2080ti/TitanRTX would be 'big Turing' (TU102), and 3080/3090 would be 'big Ampere' (GA102).

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hughj

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Sweeney's concern over the UWP framework wasn't his alone. Don't forget that in the wake of MS rolling out UWP we also saw Valve go as far as to release SteamOS and invest heavily in OpenGL as a viable alternative to D3D, which always struck me as a life raft in case Windows was able to pivot their business model. During that time MS was pushing that framework very prominently in Visual Studio and all their dev education/tutorials, even tutorials for DX12 felt like they were as much UWP tutorials as they were DX12. Windows 10 still has a system setting for restricting app installations from only the Windows Store -- the "recommended" option, citing it as more secure -- not altogether different language than what you see from platforms like Android and Oculus regarding sideloading.

Every time I have to fight with "WindowsApp" folder ownership permissions just to see what games are installed there or trying to do a drive backup I'm simultaneously annoyed and grateful.

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hughj

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I feel like there would certainly be room for a more adult-oriented alternative to Twitch. Twitch's rules around stuff like nipples gets really silly and inconsistent for art streams dealing with human forms. Even Zbrush's official twitch channel runs into cases where vods of sculpting tutorials get delisted if an artist happens to have an untextured sculpt with nipples on the breasts. You could presumably stream an image of some marble sculpture that has a nipple exposed, but if you were to use that as a reference for your own drawing or sculpture, you would have to censor your work.

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hughj

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@pimanrules: "I think getting rid of the death penalty was the biggest mistake."

Yup, and I feel like the impact that has on the gameplay gets too easily hand-waved away in the name of personal preference. There's really no other way to look at this than "you're playing it wrong", subjective opinion be damned.

In MC the value you attribute to your character comes from valuing the contents of your inventory. That death penalty is the single motivator for players to build shelter and craft picks, and eventually engage with concepts and systems like mob harvesting, farming, armor, potions, enchantments, villagers, etc. Just like technology in real life, these are things that make moment to moment existence easier and expand what you can do; they're not merely technology for technology's sake. If death doesn't have that penalty then there's actually a disincentive to engage with most of the complexity the game offers because the time and inventory cost of building things actually represents a net-negative return.

This has a recursive knock-on effect that reduces the value of everything. Why craft and wear armor if it only exists to become degraded and broken? Why spend inventory slots on food if you're planning to die and warp back to spawn with the stuff you mined? Why mine/harvest resources if you no longer need them? Diamonds may still be rare, but they're no longer scarce.

It trivializes the massive scale of MC's world because you've effectively got one foot planted at your spawn at all times. You can never become lost or find yourself in a dangerous place that you need to get yourself out of. There is no room for problem-solving if you're prevented from experiencing problems.

All that said, if they want to pretend to play MC for a couple hours a week and enough people enjoy watching that then go right ahead. :P

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hughj

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Edited By hughj

All of the troubles they've faced thus far are things you have the power to address with built-in systems, but they've become accustomed to bypassing them with admin access. You can't put the game genie back in the bottle. They're not playing Minecraft anymore.

@spudnickator said:

All this talk about having an external program to bring up a map - there are maps in game too guys! You can put waypoints on it and everyone that has a copy of the map shows up on there too.

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hughj

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Definitely echo the sentiment about Battlefield. Battlefield 2 has not had a proper followup, which can be attributed to the EA acquisition and shift to multi-platform design (which boils down to console first). As long as they're chasing Call of Duty's sales and trying to make a game that pleases a featureless mass market, they're going to be stuck making muddy products that fail to carve out an identity that could foster a long-term community of players.

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hughj

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@swiftoid: Yeah it's basically creative mode with a huge resource grind and a lot of walking, (sans the instances where they're getting free stuff spawned, or getting teleported around.)

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hughj

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Coming up with ways to make the UI more usable is kind of a "where do you start?" issue, imo.

The research tablet takes the focus of your screen, but it utilizes less than half of it. It's only capable of showing 1 named item at a time, forcing you to cycle through each individually to find what you want, and the tree list you're shuffling through can only show the next 2 item icons per line, so you can't even see how many items you're going to have to cycle through without actually cycling through them.

The general plug+socket system is aesthetically charming, but pretty much every task in the game is harder and/or slower than it should be.

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Edited By hughj

The tethers don't have collision if they're properly planted on the ground. If the ground underneath a planted tether gets disturbed from digging then the tether gets dislodged and it then has collision.

The habit I've gotten into with planting tethers is to place them on the ceiling or walls of tunnels so I don't hit them while I'm flattening tunnel floors. I also try to avoid building them at the extreme limits of the tether length so that in cases where they do get dislodged, there's enough slack that the line won't break from falling over, as well as allowing you some room to reposition it to another spot without having to plant another one.

Another big tip: Having your terrain tool out dramatically increases the range limit at which you can access and pickup items. This is a big help when working in your base and you're trying to click on multiple different crafting stations or moving resources around.

Also be careful when exiting vehicles (particularly the rovers) when in tight tunnels, as exiting can cause you to spawn inside the ground and the game will start phasing you through the geometry until you hit an clear spot (that could be a hundred meters away.) If you die in that spot it's almost impossible to find your stuff again because there's no bread crumb trail to get you there.