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Comment Re:Not this shit again (Score 2) 754

So, the guy didn't learn from the Industrial Revolution (and revolutions since) that all the fear of 'no more jobs for anyone' ended up being unfounded?

That is unless you were a horse. I don't see all that many horses employed any more, there are still a tiny few jobs left for horses, but for most part the talents that a horse provided has been completely replaced with machines, leaving the horse job less. With humans it's going to take a little longer till all our talents can be replaced by machines, but I don't see any reason to assume that won't happen and that we will end up just as jobless as the horses.

Comment Re:Kind of on topic (Score 1) 232

The core problem is that you record a video in 1080x1920 which is then scaled down to 608x1080 to fit into a horizontal player, thus you lose information. The trivial fix would be to simply not squish vertical video into a horizontal player, instead play it in a vertical player, thus preserving all the image detail.

Comment Re:Better games came along right after? (Score 1) 374

While the variety isn't bad, one problem is that the mid-level games have largely disappear. There used to be a time when many games where done by 10 or 15 people. Today on the other side you either have indie games done by like three people and the AAA blockbuster done by 300 people. There is very little in between and that in turn means that a lot of the indie games just feel a little unsatisfying, as a three man team can't produce the same quality as a team of 15. So even technology has advanced a lot, a lot of games end up feeling like a downgrade. The AAA games of course have the personal, but they don't have the freedom to experiment like the smaller teams could. The recent Kickstarter hype might be a way out of the problem and help get funding back into smaller teams, but if that is actually sustainable or will collapse on itself once the first few flops come in we have to wait and see.

Comment Re:What are you going to print? (Score 1) 347

What are people going to print with their fancy home 3d printer? It's always easy to complain about the lack of imagination, but I have yet to see a plausible scenario where home 3d printer will be in 20 years and what the heck I would be doing with them. Computers never had that problem and there were always plenty of visionaries pointing where things would be going. With 3d printers on the other side it's:

1) Printers for useless plastic toys
2) ???
3) Star Trek replicators

What exactly will happen at 2?

Comment What are you going to print? (Score 1) 347

I doubt that home 3D printers will ever be a serious danger for regular products. A user might print a case for his iPhone or something like that, but even the most simplistically functional objects tend to be far beyond what a home 3D printer can do. Even when a 3D printer can compete, it's often more expensive then the same product done regularly somewhere in China and shipped over here.

I think the copyright with 3D printings won't be with the big manufacturers, but within the realm of the hacker/maker crowd itself, people taking each others design without following the license and stuff that like. Wouldn't surprise me if some Chinese company would start mass producing a popular object without paying royalties either. But that's basically the same set of problems we already have with Open Source, music, films and even Youtube videos.

In general I consider home 3D printing rather overhyped, there is only so much plastic crap you can print and most people won't have any use for a personal 3D printer. Outside of the home, 3D printers are for more interesting, be it to create rocket parts or organ replacements, but your home printer won't ever be capable of that.

Comment Re:Unintended positive consequences - fewer sequel (Score 1) 381

Worse then that, in other industries when the product isn't up to quality, you return it and get your money back. In the game industry on the other side refunds are generally not only not given, the industry is also putting in all kinds of locks to prevent you from executing your right to sell the game used.

Comment Re: What happened to MNG? (Score 2) 246

MNG is not the correct solution, it's a solution looking for a problem. It's feature bloated and designed without any kind of thought put into how tools for it would work. It has support for sprites, tiling, fading, magnification, loops and a bunch of other stuff, none of which maps very well into the tools people actually use to produce animations. It's not so much an animated image format, but a language to write animations in.

The proper solution is video, WebM or whatever. Which makes no assumptions about how you structure your animation and instead simply tries to compress the resulting image sequence as best as possible. Or in case you actually need structured animation, you can use SVG which providers a much richer tool set then MNG and is full programmability via Javascirpt.

Comment Re:What would they store? (Score 1) 147

What would they store?

Everything. When you have Terabytes of storages you stop thinking about storing photos, you store a non-stop video stream of everything. A 'photo' will just be a bookmark into that video stream. It means high quality lifelogging will be practical.

Games are another thing, some modern games already take up 20GB and sooner or later they will find their way to smartphones and tablets. It would be possible to stream them instead of storing them on the phone, but so far there aren't really many games that do that and even those that do tend to have GBs of cache on the HDD.

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