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hughj

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hughj

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@lanerobertlane: Yep. Alex should have set the mouse sensitivity down to the minimum. Seems weird to spend the time doing all their video and stream setup only to have the gameplay be almost unwatchable because of a control setting.

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hughj

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I think I prefer the adventure/FMV streams when everyone is new to the game and having to figure out how to play it from scratch together. This sometimes feels like I'm watching someone complete a crossword puzzle they did last week.

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hughj

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It's comparable to a PC with a 2.7GHz 4 core i7 CPU and a Vega56 GPU because that's the hardware it's got. That's a huge CPU deficit compared to any gaming PC from the last 5 years (where CPU clocks are somewhere between 3.5 and 4.5GHz), and that Vega GPU wasn't terribly impressive even when it came out over 2 years ago. Comparing specs against OneX/PS4Pro is really misleading (the games are PC ports, not bare-metal bespoke-designs for Stadia as if it were a console), as is comparing FLOPs to Nvidia GPUs (those older GCN architecture Fury and Vega chips were great compute cards, but under delivered in games.)

Stadia for the foreseeable future is going to be developed for in much the same way that console->PC titles are developed for, which is to say that they're built around the console spec and any extra PC horsepower you have grants you some headroom for more FPS, AA, and more graphics options. The problem here is that Stadia's hardware doesn't have all that much headroom, and they're stuck with the hardware they've got until they're ready to refresh all their data center hardware and revise all their SDK tools for a new cycle of hardware.

The areas where Stadia could potentially do something special are in cases where content is uniquely designed around having many of those Stadia instances being networked in close proximity. An MMO that actually has thousands of NPCs and players interacting in one area. But I have this nagging feeling in my gut that this may not be feasible either, because Stadia's network may be such that they can't guarantee extremely high bandwidth between more than a smallish number of instances, and not something that would perform well when scaled beyond a localized pool of hardware in a single data center.

Right now they're boasting about their 10.4 Tflops GPU, but the 2080 TI is already at 13.4 tflops. Naturally tflops isn't the best way to compare gaming performance, but it seems all we have to compare.

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hughj

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@brackstone:

Yeah, I mean, ultimately Stadia is AMD's high-end 2018 PC gaming experience; the fact that it's running in a rack somewhere is largely incidental. If a moderately-clocked gen2 Ryzen CPU and RadeonVII GPU aren't enough on a regular PC to deliver 4k 60fps on game X, then it's not going to deliver it on Stadia either. I'm predicting there's going to be a huge lurch in user expectations and perception when the next-gen consoles roll out and Stadia's hardware advantage goes away and is no longer able to deliver parity with what a $400 box can offer.

The idea that Stadia is going to be able to abstract the rendering away from the hardware such that it can seamlessly pool a bunch of instances together and arbitrarily scale performance to match (or surpass) a top-end PC just doesn't pass the smell test. We're living in a world where PC gaming (engines, developers and hardware vendors) are moving away from SLI/crossfire support. Those multi-GPU rendering modes tend to work by pipelining/interleaving alternating frames, which adds latency and doesn't work well with engines that rely on data from sequential frames.

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hughj

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@hollitz: Annihilation felt like a ripoff of Solaris to me. It was alright, but I think in pretty much every respect I preferred the Solaris films (script, performances, etc.)

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hughj

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Looks like Storage Spaces utilizes striping for the 'simple' mode, (this can be manually configured if you set it up through powershell.) Using the GUI it appears to choose a stripe arrangement based on how many drives you have. It'd certainly make sense that if your logical volume is striped across your drives rather than merely spanned, that you'd get some very high sequential reads for larger file reads (and in some synthetic benchmarks).

That said, game load times tend to vary significantly in terms of how they scale with improved read speeds from drives, which is generally why you don't see people advocating for the fastest NVME drives as their game install drives (SATA is plenty). When you load a game, you're not just blindly dumping a contiguous block of data from your SSD to your RAM -- the CPU is going to end up being an intermittent bottleneck as all the various components of the application have to mess around with memory management, uncompressing assets, etc. A CPU that's 10x as fast with an HDD that's 1/10th the speed should have better load times than the inverse.

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hughj

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(Regarding their fight or flight conversation)

I remember visiting the Star Trek experiences in Vegas ~15 years ago (basically a mix of live-action sets, actors, and some cg visual FX). There was a moment where a Borg actor appears down the corridor, and your guide points to him and begins to usher your group in the opposite direction. I happened to be on the edge of our group closest to the Borg, so I had a context-free view of an empty Trek corridor with a Borg at the other end walking towards us me. For a split second I could feel my legs coiling and preparing me to bolt. Pretty sure if I had been even mildly inebriated I would have knocked people over.

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hughj

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Regarding load times and SSDs, it's good to remember the difference between the top-spec NVME drive and a mid-tier sata SSD is negligible for game load times, despite the former having a bus that's multiple times faster. Even when running a game install off a RAM drive, you still don't see instantaneous load times because the CPU still has to churn through unpacking and loading all the assets.

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Edited By hughj

I think the issue with the car battery drainage is not the capacity of the battery, or high draw of bluetooth, but the fact that the electronics system as a whole isn't engineered around micro-managing power draw in the same way we're used to with other modern electronics.

On cars the different electronics sub-systems seem to share common buses, such that when one small sub-system gets woken up it has to wake up a lot of other things as well (if not, all other things). This is in contrast to modern SoCs in mobile and desktop where sub-systems and components of the chip will boost when they have something to do, and down-clock (if not shut off entirely) when they're idle -- this is what's referred to as "race to sleep".

That being said, there's certainly still cases where smartphones can experience something analogous to parasitic drain in cars, but it's at least something you can troubleshoot from your couch rather than in your driveway with a multi-meter.

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Edited By hughj

Also have to keep in mind that the act of open sourcing commercial software tends to involve a fair amount of clean-up and due diligence (making sure that all the components you're releasing you actually have the right to release.) I recall Carmack talking about having to re-engineer the shadow algorithm from Doom3 before Doom3:BFG could get open sourced because their legal department was nervous about Creative Labs' patent on the method.

https://twitter.com/ID_AA_Carmack/status/136614459887202305

@vinny said:
@hughj said:

Raven open sourcing Jedi Outcast isn't especially weird. Remember that it's running off the Quake3 engine, which has been open source for over a decade. Also remember that just because a game has been open sourced doesn't mean that all the assets are included in the repo package. If you're wanting to compile and run those Id games you need to provide your own copy of the game with the pak files which contain the maps, models, sounds, textures, etc. I don't imagine there's any Star Wars copyrighted assets being distributed with Raven/Id's source code.

That's interesting and not something that had occurred to me but seems obvious now (about the assets). Thanks.