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Real Name Tom   
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Signed On May 21, 2000, 15:34
Total Comments 1148 (Pro)
User ID 4838
 
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News Comments > Elite: Dangerous Launch Pricing and Preorder Bonus
57. Re: Elite: Dangerous Launch Pricing and Preorder Bonus Sep 13, 2014, 11:22 Tom
 
HorrorScope wrote on Sep 13, 2014, 10:45:
Sounds like spaces version of taking one to the knee.
Not really. Not being able to afford the insurance is completely avoidable with just the slightest bit of sense. That so many people get caught in this situation in Elite: Dangerous is a sad reflection of our society.
 
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News Comments > Elite: Dangerous Launch Pricing and Preorder Bonus
46. Re: Elite: Dangerous Launch Pricing and Preorder Bonus Sep 12, 2014, 19:34 Tom
 
DangerDog wrote on Sep 12, 2014, 18:54:
Microsoft can buy them up, because they like to buy up everybody.
No.

ForgedReality wrote on Sep 12, 2014, 16:57:
Now if they could only make some ships that didn't look like fucking cheese wedges...
No one has as many friends as the man with many cheeses.

Wildone wrote on Sep 12, 2014, 18:24:
No but the joystick was developed as the best method for controlling a vehicle in the air and space in this case as they are modeled like jet fighters in a lot of ways. You can't circle strafe anyone in this so its a bit of a waste using a M&K
When it comes to games, the effectiveness of a particular type of input device is directly proportionate to how the developer has designed and implemented support for said device. Real-world factors are secondary.
 
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News Comments > Saturday Interviews
10. Re: Saturday Interviews Sep 7, 2014, 14:17 Tom
 
Um yeah, vsync does cap framerates. Let's start with the basics. Vsync stands for vertical synchronization, which means synchronizing the updating of the framebuffer of a graphics card with the vertical blanking interval of a CRT. A CRT contains an electron gun which is sweeping over the display to refresh the phosphors that maintain the image on the screen. During the vertical blanking interval, the framebuffer can safely be updated without causing tearing. Tearing happens when you see part of an old frame along with part of a new frame because the framebuffer got updated while the monitor was in the middle of refreshing the visible contents of the screen.

Technology has moved on since the days of CRTs but vsync still means syncing framebuffer updates with the refresh rate of the display device. If you're performing such synchronization, you aren't updating the framebuffer more frequently than that. Hence the refresh rate serves as a limiting factor (cap) on the rate at which frames are rendered and presented to the user.

Of course, there are plenty of ways for a programmer to be an idiot and screw this up, but really - what sense is there in asking the GPU to render more frames than the display will pass along to the user? It's just wasteful and stupid.

You are correct in that a frame limiter is different from vsync. A frame limiter simply caps the framerate with no attempt at synchronizing to the rate of something else such as the display's refresh process. This is why you get tearing if you use a frame limiter set to your monitor's refresh rate and don't use vsync. There is no synchronization.
 
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News Comments > Saturday Interviews
8. Re: Saturday Interviews Sep 7, 2014, 11:22 Tom
 
The overheating thing shouldn't really be surprising to anyone who has gamed on a non-entry-level smartphone before. These things can get seriously toasty. And you can kiss your battery goodbye.

The good news is that as mobile processors continue to get more powerful, they should get more useful at lower levels of utilization. We can see this effect with desktop GPUs. If I lower the temperature target on my 780s to 70C, I can get nice cool and quiet performance even when inept game developers have irresponsibly programmed their games to waste all available resources no matter what. It's sad that they manage to do this even when the framerate is capped by vsync.
 
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News Comments > Evening Legal Briefs
4. Re: Evening Legal Briefs Sep 5, 2014, 23:18 Tom
 
Yeah, and putting it all into housing costs. No thanks.  
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News Comments > Sunday Tech Bits
6. Re: Sunday Tech Bits Aug 31, 2014, 15:56 Tom
 
So long and thanks for all the analysis, Anand. The hardware world won't be the same without you.

Don't get any ideas, Blue.
 
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News Comments > Last Chance at Some GOG.com Games
19. Re: Last Chance at Some GOG.com Games Aug 28, 2014, 18:11 Tom
 
Maybe you should try creating a software product and selling it around the world, since you obviously have it all figured out.  
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News Comments > etc., etc.
10. Re: etc., etc. Aug 26, 2014, 01:02 Tom
 
MoreLuckThanSkill wrote on Aug 25, 2014, 21:22:
*EDIT* What the shit? The beta is $75.00 ? I assume the retail price will be less, and this is to discourage people or something?

Yes, it's a phased rollout with price as a barrier. Alpha access was $300, you know. And they still had plenty of takers.

Also, part of the reason for the pricing is because they did a Kickstarter with alpha/beta access as rewards for higher tiers, and they want to do right by those backers by not undercutting that pricing later on.
 
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News Comments > Amazon Buys Twitch
15. Re: Amazon Buys Twitch Aug 25, 2014, 19:04 Tom
 
Fion wrote on Aug 25, 2014, 18:30:
If they were going to be bought by someone (and they were to big NOT to have)

Interesting logic there. Why exactly were they "too big NOT to have [been bought]"?

8 years ago, Facebook was pretty big. Big enough to be offered upwards of $1B by Yahoo, Google, and others. And $1B was a lot of money back then. But Zuck and company wanted $2B+. They chose not to sell. Today their market cap is almost $200B. They can blow $2B on Oculus like it's nothing, and $19B on Whatsapp.
 
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News Comments > Half-Life 2 Oculus Rift Video
30. Re: Half-Life 2 Oculus Rift Video Aug 25, 2014, 08:13 Tom
 
At the same time, hopefully VR won't be held back too much by the drive to keep costs as low as possible. Enthusiasts will be throwing thousands of dollars at computing power to handle certain applications in VR. There will undoubtedly be a market for an upscale VR headset that delivers higher quality.  
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News Comments > Half-Life 2 Oculus Rift Video
28. Re: Half-Life 2 Oculus Rift Video Aug 25, 2014, 00:16 Tom
 
HorrorScope wrote on Aug 24, 2014, 23:14:
So you felt that was pretty good and doable? Would you say it is better than just a flat monitor in that kind of setup?

I was thinking at first that was the next step, just getting a more immersive monitor using the same ole, but I see they are going full on. I just know a lot of these 3d style devices, it isn't easy to handle in most cases and it will be a large entry barrier for many. I'm glad the system can be just basic or be full on and probably many variations in-between, that just gives us more ways to play when we feel like something different.

It seemed pretty good, but I need to spend more time with it to know for sure if I'd rather play an FPS this way or just use a monitor. I think I'm going to try to do my initial playthrough of Bioshock: Infinite entirely in the Rift as a test.

The 3D and increased FOV make for greater immersion, and of course the headset is blocking out the rest of your surroundings in the real world. You see only the game world. You get a lot of the "you are there" feeling that VR brings to the table even if you don't make use of the headtracking, although the headtracking does add a LOT to that feeling.

The main downsides to gaming with the Rift right now are the limited resolution, significantly increased computing power needed, roughness of supporting software, motion sickness, and it's a bit clunky to get in/out of the setup with headset+headphones and possibly tangling cords. You will also have some serious marks on your face after a while.

Regarding the motion sickness, it seems to vary drastically from person to person from what I've read. An FPS game where you start and stop all the time and turn your view without turning your real head can cause motion sickness. But, it's not been as bad for me as I expected. I had a bit of nausea with my first VR FPS experience (HL2) but it never got serious. I also seem to be handling it better with practice, although it's still too soon to know for sure. It's still a little troublesome to run around very quickly while also turning all over the place, and cutscenes where they take control of the camera are uncomfortable but tolerable.

Need to give it some more time.
 
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News Comments > Half-Life 2 Oculus Rift Video
25. Re: Half-Life 2 Oculus Rift Video Aug 24, 2014, 22:50 Tom
 
HorrorScope wrote on Aug 24, 2014, 22:27:
What if you just use the Rift as a display device? Enclosed, large FOV and 3d. Turn off head tracking and then play with a K/M. To me it seems like a more awesome monitor in that way. What could be cool is you could go full VR with new style of games, but you could also play the older one's with k/m and simply be more immersed.

I experimented with doing exactly this yesterday and today with the DK2. I played HL2, Skyrim, and Bioshock Infinite (the latter two via vorpX). It's possible to look around with the headtracking, and that works fairly well, but I usually find myself just looking straight ahead and using the KB/mouse as I would with a monitor. At slower points in the game when there's interesting stuff to look at, it makes more sense to use the headtracking. It is pretty cool.

Of course, DCS and Elite: Dangerous are really far better uses of the Rift right now. DCS especially. Once I [mostly] got rid of the stuttering on head turning, got the mouse working for interacting with cockpit controls, and learned that the view can be re-centered with numpad 5, it turned out to be even better than I'd hoped. I actually felt like I was going to fall out once when I was leaning out the side of the airplane while flying the Mustang with the canopy popped...
 
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News Comments > Half-Life 2 Oculus Rift Video
17. Re: Half-Life 2 Oculus Rift Video Aug 24, 2014, 18:30 Tom
 
Geez, and here I thought just plain old HL2 in VR with KB/mouse was pretty cool. Guess it's time to dust off the ol' Hydra. This looks too fun to play around with.  
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News Comments > Star Citizen Gamescom Video; Funding to be Deemphasized
19. Re: Star Citizen Gamescom Video; Funding to be Deemphasized Aug 20, 2014, 20:48 Tom
 
Elite is totally awesome and is kicking Star Citizen's butt at the moment, but I think it's a gross exaggeration to say it has a "fully living universe" right now. It is, however, well on its way.

Regarding the flicker in SC, you don't have to kill SLI system-wide. Just add an exception for SC in the driver settings (SLI mode = single GPU or whatever). It's still flaky but it generally works. I'm guessing they have problems with CryEngine and the only guy in the world who knows how to fix it probably rage quit Crytek by now. Maybe they can solve it when they switch to UE4 in another year or two, haha!
 
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News Comments > Star Citizen Gamescom Video; Funding to be Deemphasized
10. Re: Star Citizen Gamescom Video; Funding to be Deemphasized Aug 20, 2014, 18:43 Tom
 
Come now, is this not how our world works? The more money one has, the more money one needs. Same with power. Just look around.  
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News Comments > Battlefield Hardline in February; Open Beta in January?
9. Re: Battlefield Hardline in February; Open Beta in January? Aug 20, 2014, 12:12 Tom
 
SpectralMeat wrote on Aug 20, 2014, 10:40:
Vietnam was fun for BF3 and it was priced right too.

Surely you mean BFBC2 Vietnam.
 
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News Comments > Battlefield Hardline in February; Open Beta in January?
4. Re: Battlefield Hardline in February; Open Beta in January? Aug 20, 2014, 10:33 Tom
 
SpectralMeat wrote on Aug 20, 2014, 10:08:
Everyone I've talked to that played the beta said it was like a payday dlc for BF.

Quite right. Also reminded me of BFBC2 Vietnam, but it did go a bit beyond that. The new game mode of getting money to your base before the other team turned out to be pretty fun, but not pay-like-it's-a-whole-new-game fun. I think I could pick this up in the $15-20 range and not feel ripped off.

If they do charge $40-50, I'd just wait. Even BF4 has been on sale for $20 already, less than a year into its lifetime.
 
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News Comments > Notch Softens View on Oculus Minecraft
37. Re: Notch Softens View on Oculus Minecraft Aug 18, 2014, 19:13 Tom
 
jdreyer wrote on Aug 18, 2014, 18:33:
I think you're making my point for me? You kind of start off opposing my statement, but support it at the end.

No, not really. What I'm saying is that niche technologies sometimes go mainstream. If you invest in those successful technologies early on, and don't screw things up, you can make a boatload of money. So I think it's shortsighted to characterize Zuck's investment as primarily because it's a fun technology that he's a fan of. There is considerable potential upside. If you dispute that, I think you would've likely been a naysayer of 3D hardware acceleration and smartphones as well. By the way, notice how these example technologies contribute to VR... who knows what technologies VR may contribute to in the future.

What I meant at the end of my statement is that even if the Oculus Rift remains a niche technology that doesn't go mainstream and doesn't generate massive profits for FB/Zuck, he'll still have made out fine on the deal. This doesn't have to mean the deal wasn't primarily financially motivated, it just means it's not like he's going to be totally screwed if the deal doesn't work out. So given that he IS a fan (as opposed to some purely money-worshipping investor like say Carl Icahn), why not do it?

Btw, saying "smartphones went mainstream because people need phones" seems like a flawed premise to me. Why do they need to pay $300-800 for a smartphone when a $20 feature phone would be sufficient for making calls, taking pictures, sending text messages, etc? People don't need smartphones. But they're a huge, booming business anyway.
 
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News Comments > Notch Softens View on Oculus Minecraft
21. Re: Notch Softens View on Oculus Minecraft Aug 18, 2014, 15:48 Tom
 
jdreyer wrote on Aug 18, 2014, 14:55:
And it really seems like Zuck was making this investment not primarily as a financial decision, but as a fan of the technology ($2B for niche tech? Are you kidding me?).

3D hardware acceleration was once niche tech. Smartphones were once niche tech. Someone with the means and vision could have made a fortune on those and any number of other things. Zuck's $2B could easily be handsomely rewarded. And if it isn't? No big loss for him, he'll still be filthy rich no matter what. And he'll have had tons of fun with Oculus Rift. Why would he NOT do that deal, given the opportunity? Why would you not do it?
 
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News Comments > Evening Tech Bits
3. Re: Evening Tech Bits Aug 15, 2014, 18:04 Tom
 
jdreyer wrote on Aug 15, 2014, 15:25:
I do hear that there isn't that much to play with on the OR right now though. Does anyone have one? And if so, what are you playing on it, besides the Elite D beta?

It looks like next week Oculus will start shipping DK2 to people in the US who ordered later than the first day or two of pre-orders (March 19-20). I ordered on March 26th and my order status changed last night to "Processing: Your order has been checked out for shipping and will be shipped in the next batch." Woohoo!

Out of the box my priorities will be DCS, Elite: Dangerous, HL2 (just as an experiment), and various Rift-specific demos. When support is ready, I'm also looking forward to trying iRacing, Assetto Corsa, Skyrim, and more.

And of course I'll be working on my own project with UE4, assuming I can tear myself away from this other stuff.
 
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1148 Comments. 58 pages. Viewing page 1.
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