Comment Re:2 billion vrs 19 billion vrs 1 billion (Score 1) 535
It's probably all about who drives a hard bargain at the acquisition talks.
It's probably all about who drives a hard bargain at the acquisition talks.
I fail to see the difference between Oculus Rift and many of the HMDs that previously existed. Is this just a case where the pioneers got the arrows in their backs and the latecomers were able to monetize things?
Due to smartphones, the technology is now available to provide proper screens for HMDs. This is the critical piece that was missing previously. Also, what Palmer pioneered was using only a single lens to enhance the field of view, and doing the distortion correction in software, which wasn't possible until a few years ago (you basically need a fullscreen fragment shader while causing virtually no additional lag).
Also, to avoid nausea VR needs at least 60Hz (better 90Hz) display update rate, and you need very low latency for the head tracking (below 10ms). This wasn't possible until very recently either. For example, even the PS4 cannot do that in an acceptable resolution, you need a higher class PC for that.
Remember the Futurama version of the internet. Lets go for a walk around Facebook in Virtual Reality...
It reminded me more of OASIS in Ready Player One.
People who did the Kickstarter got their rewards. They got their dev kits.
No, the people didn't pledge to get dev kits, they pledged to get the chance to be among the first to develop their games for the consumer version of the Oculus Rift. Now the environment for that has changed drastically, and unlike in the previous mission statement, gaming takes a backseat.
Or... SparkFun (and anyone else) could make multimeters without the yellow trim and all. It's not like that's an essential part of multimeter functionality.
But it won't have the same accuracy without the yellow trim! That's why the MM were made that way in the first place.
I think most people just turn off the 3D feature of the 3DS. Unlike a head-mounted display, it's a gimmick, not a completely new medium.
I agree on the horsepower-part, though. If people like playing Minecraft on the Rift, the PS4 shouldn't have any troubles from a technological point of view.
Sigh...no one outside the Windows world gives a shit about
Don't forget Unity3D developers, they care much about C#. Although Unity3D uses an ancient version of the mono runtime...
The difference is, the CD, Wii and VHS didn't make people sick, while a bad VR experience does.
All of these three products aren't great, but they're good enough. In VR, even the Oculus Rift doesn't reach the good enough level (yet), and this is even worse.
Part of the problem is that once you know what to do, the how is trivial.
This might also be the one differentiating factor between patents with merit (like the mpeg stuff and rsa) and the whole crap that gets into the technews so often (like oneclick, shopping cart, slide-to-unlock, etc).
It is called a computer because that is all it can do - compute. It carries out mathematical procedures. Nothing more.
Then explain the mathematical equivalency to a jump instruction, a variable assignment or an I/O operation.
It's similar to some of the bugs that the NSA/GCHQ have inserted in the past. Knowing this we should really make compilers detect this kind of error.
Or they should just reject the goto command. This kind of issue could never have happened if the developer would have used properly structured code.
Apple never "switched away" from openssl, they shipped their own implementation with the very first version of Mac OS X. They only packaged openssl with the system for other apps to use. I actually rewrote the XMPP encryption stuff in Adium to use the security framework instead of openssl way back in 2007, since that allowed me to use the built-in system dialogs for presenting certificates.
No one uses GCC on Apple anymore so its really irrelevant. We've moved on to compilers that don't suck ass. GCC remains for fanboys but thats about it.
Tell that to certain tools coming from Linux that rely on STL interas only available in the GCC version of STL...
I'd give up my left testicle if Apple would magically port and start using Visual Studio in OSX though. I can't stand dealing with Windows anymore, but god I long for an IDE that doesn't suck ass.
I know quite a few Mac developers that say exactly the opposite ("I'd port my Mac app to Windows, if there was an IDE that didn't suck ass...").
What probably also didn't help was that it's a first-person shooter, which is a genre where you tend to turn quickly a lot.
I guess it would have been fine if the caching would have been less aggressive on the view-dependency. I don't understand how id thought that this level of quality was acceptable for release.
Huh? QCreator, Netbeans and Eclipse C/C++ IDEs are fully integrated with GCC, including both debugging and compilation.
What Xcode can do is integrate llvm with autocompletion. For example, if you do a switch statement on an enum-value, it autocompletes the possible enum constants after you type "case". After the first entry, it automatically removes the constants you already used from the list of possibilities.
Xcode also does perfect autocompletion (method names, parameter types, etc.) of types derived from C++ templates, which simply isn't possible without compiling the file. This even works as you change the same file those templates are declared in.
Other things include the analyzer, which tells you about issues that arise on certain input conditions. When you click on an issue, Xcode visually displays the flow through the program to arrive at the undesired end result using arrows.
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