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Comment Re:There really is no point (Score 1) 559

That's just not true. You're taking one measurement of average human perception, and using it where it does not apply.

The standard "good enough" resolution people quote assume 20/20 vision, or roughly one arc minute of perception, when determining the width of a monochrome line with one eye. If we were viewing monochrome monitors, or ones that at least had their colors in the same physical location, that might make sense, but we don't. A good percentage of the population can see well below 20/20 vision even in this measurement, with the best somewhere around 20/10. That means if 2K is "good enough" for average vision, then 4K would be necessary for those with exceptional vision.

However, that's still wrong. That resolving ability of our eyes might be around one arc minute, but vernier acuity has been measured around eight arc seconds, and stereo acuity has been measured all the way down to two arc seconds. So, maybe once we get another three orders of magnitude pixels, we won't be able to improve it further.

Comment Re:I would love 4K!!! (Score 1) 559

If you look at the tvs out there many that are '4k' are actually 2160p. They have conveniently flipped it on end and call it 4k.

Huh? No one has flipped anything. That's just what 4K is. It's a cinema format describing a long axis of roughly 4K pixels. Your current 1080p television could be considered a 2K display.

Comment Re:I would love 4K!!! (Score 4, Insightful) 559

Higher resolution beyond a certain point no longer becomes about displaying more data, but displaying it better. The font remains the same physical size, but more pixels are devoted to it, leading to much crisper, clearer text, without reverting to tricks like anti-aliased and sub-pixel rendered fonts.

Comment Re:Stallman ain't gonna be happy (Score 1) 304

Overlay, xv? that's a nice feature thanks. It used to use a fixed fonction scaler I think, at least in S3 Virge, ATI Rage Pro, and took YUV as input. It's what made our PCs smooth at full screen video till flash video tried to ruin it, requiring a 1GHz and faster CPU to play low quality vids. Did they remove the old scaler, while adding new fixed function stuff? (h264 etc.). That would feel stupid to me.

Xv is still around.

Comment Re:Near Zero Information in the article (Score 1) 79

There's a bit of confusion over the meaning of background noise. In this example, it's not stray sound or RF, but reflections from things you don't care about. For dolphins, they're talking about air bubbles in the water. For this RADAR system, they're talking about brush and rubble. The idea of differential signalling does not apply here.

Basically, they're sending two pulses, shifted 180. They both bounce off the target, come back, and cancel each other out at the receiving antenna, yielding no response. It acts like a material discriminator, in that certain interesting materials, such as wires or micro-circuitry, invert only one of the reflections, so instead of cancelling each other out, they amplify.

Why this inversion of only one of the reflections happens, rather than both... I have no idea. I'm merely repeating the claims in article.

Comment Re:Didn't they learn from Microsoft? (Score 1) 362

As you say, it does need time to mature, but the library of games is already there. This is the actual Unreal 3 engine, with limited modifications. It uses WebGL and asm.js. WebGL is a means of accessing graphics hardware through Javascript, and is based on OpenGL ES. asm.js is a subset of Javascript, limited to structures that are highly optimization, and generated by a custom backend to a C compiler.

Basically, with limited effort, you can port any C/C++/OpenGL game to the web browser.

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