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Comment: Re:Time quantum of a simulated dynamic system (Score 1) 221 221

In case of non-emulated games you can use more advanced techniques like dead reckoning to accurately interpolate the position of the objects and not only deal with the physics running at a high frame rate while screen is running slow as dealing with slow physics with fast frame rate as well.
Most multiplayer games uses this technique to deal with the relatively slow packet rate.

Comment: Re:What's the refresh rate and response time? (Score 1) 79 79

The most problematic part of the low frame rate VR can be mitigated/fixed by using a technique Carmack came up with called time warping:
https://youtu.be/WvtEXMlQQtI
It uses the Z-buffer data and a 3D half sphere to make the 3D headtracking always have the full frame rate your VR equipment can provide, even if the rendering itself runs slowly.

Comment: Re:Zxx80? (Score 1) 108 108

Intel did it long ago with the pentium pro, now its all custom RISC chips with a very small translation layer doing the "emulation" job in realtime.
Also thanks to this scheme, you get to enjoy the relative binary compactness of the CISC architecture without having to deal with the horrid native CISC design issues.

Comment: Re:Theft (Score 4, Informative) 171 171

As far i know, neither microsoft nor apple did actually stole code.
MS-Dos was actually bought (by a stupid low amount, but bought neitherless), and the Xerox copying was made from the ground up based on what they saw, rather than actual code stealing.
Unless there's something else i'm not aware of, like the BSD TCP stack thing being actually stolen etc...

Work smarter, not harder, and be careful of your speling.

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