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Comment Re:we can't prevent identification in public alrea (Score 1) 65

“We will launch during a dynamic political environment where many civil society groups that we would expect to attack us would have their resources focused on other concerns,” according to the document from Meta’s Reality Labs, which works on hardware including smart glasses."

Because existing cameras don't automatically identify people in public when you point them at them? I mean, Meta clearly understands how it's different - they're trying to toe the line between hoping certain groups with certain mandates don't notice too much, but the glasses doing what other cameras don't do is obviously a part of the utility sales pitch - so why don't you?

Comment Re:Modernize the environment? (Score 4, Insightful) 75

To be fair, the entire governmental apparatus of the United States seems to be going "Ideology? Super. Caring about reality? Fuck off."

Giving a shit about the details right now is forest for trees stuff. The electorate has handed over the keys to the child in the backseat, thinking, "Well it can't be that bad, and the adults were telling us stuff we didn't like to hear. Yee haw, cut those programs! Tax us less! Money is magic!"

Comment Re: Why can't the pre-compiled ones be distributed (Score 1) 61

Oh, that's pretty neat. Microsoft is definitely the right level to address this at - they already have permission to enumerate the HW, own the hardware and software infra to tackle this, enjoy economy of scale other players are not privvy too, and can deliver a solution in a vendor agnostic way. Thanks for the heads up. It's the right thing to happen.

Comment Re: Why can't the pre-compiled ones be distributed (Score 1) 61

Of course there are. Tragedy of the commons. My point is that no single entity is likely to absorb the costs unless they're already enjoying economy of scale advantages and there are business experience/optic benefits to doing so. The poster above you pointed out that Microsoft seems to be addressing this, which makes a lot more sense to me than doing it at the 3d HW vendor level.

Comment Re:BitTorrent (Score 1) 61

Sure, but many people would opt in, especially if you explained that they would benefit.

Maybe. Maybe not. Before committing to developing such a thing, you'd have to at least do some research and analysis to find out if that's true and how the likely opt in/out ratios would impact the business case. Remember, this is hosting content in a daemon on your machine .. I think that'd a non-starter for a lot of people, despite the upside of shorter shader updates. (I'm not super up on what the US ISP market/landscape is like these days, but are not data caps still a thing on many plans there? I get the sense that hosting off a home line is not only a performance concern but a concern with actual possible financial ramifications.)

It can't be only when the game is open - this is when gamers are most sensitive to their computers doing other work, and the available of such a network would be far more limited.

Comment Re:BitTorrent (Score 1) 61

Also a torrent like network would be absolute loaded with cache misses. You need to fetch a shader from somebody who has the exact same hardware/drive/game version combination as you do, and they need to have opted in. I highly suspect the majority case for many would be to cache miss and end up compiling locally.

Comment Re:BitTorrent (Score 1) 61

Asking people to host and serve a non-trivial amount of content to other players is a non-starter. (The size of compiling all the shaders for CoD can range from a couple gigs to 10 gigs.) Opting in to a torrent-like network would have to be opt in - many people would just opt out (justifiably or not) minimizing the point of such a network.

You can probably assume that if you've thought of something, they've thought of it too. They simply have constraints and considerations - both technical and business oriented - you don't need or want to account for.

Comment Re: Why can't the pre-compiled ones be distributed (Score 1) 61

It's worth noting that many game studios/engines do support shared shader caches in their local studio pipelines, but the hardware config spread is much more limited, and the costs for lost productivity waiting for shaders is far greater than hosting a shader cache on premises.

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