Fr0styMatt8
Joined 11 years ago
Joined 11 years ago
(on that note, I'm constantly annoyed that despite it being Nvidia specific, everyone supports CUDA for everything cool).
I understand companies have to do this to segregate their products and that it's impractical to have separate fab lines for a chip family for this kind of difference. It's still something I think AMD has a competitive advantage on though and they really need to push that alone (unless they just don't really want to - to sell their own high-end professional cards).
A worse example of this is Nvidia cards not running in systems that have AMD graphics cards in them. Which means, for example, you can't buy a low/mid-range Nvidia card to sit in your system as a dedicated PhysX/CUDA card. I'd consider such a setup for my system and I imagine there's probably others like me out there.
I remember those $5 shareware disks you used to be able to get at the markets.
By the end though, several years later.... Oh man.... Games weren't as smooth as on the Amiga, but OH THOSE SIERRA VGA GAMES ON THE PC!!!! Especially compared to their horrible Amiga ports (which were also Sierra abandoning the platform.... the port of King's Quest VI that was done by Revolution Software shows how much better they could have been).
Awesome memories!
http://consequenceofsound.net/2014/03/neil-young-confirms-ne...
The sad part is that his PR has probably achieved what they wanted to. I mean, I'm on here writing a comment about the Pono Player and talking about it with friends. So yeah....
So taking a violin sound and then playing it out of a speaker, you're playing into a totally different environment and it's going to sound different. If you've also captured the sound of the environment in which the violin was played, you're then also playing THOSE sounds into a different environment. The reverb still gets affected by the environment your speakers are in.
I think the closest you can get is binaural recordings done with mics worn on your own ears and then played back using suitable headphones.
Even that still doesn't cover the tactile dimension of sound (think about the feeling you get when bass goes through large stage monitors). There are products that try and reproduce this - I haven't tried any of them but would be eager to, as I primarily listen to music with headphones.
Nor does it cover spatialization properly either - without some form of processing, the sound source won't stay in position when you move your head.
A bit off-topic, but the more I think along these lines, the more I imagine the ideal music delivery medium being dry multitrack recordings with mixing and reverb supplied as metadata that's then applied with real-time audio processing. That'd be pretty wild!
I'm sorry but what an utter absolute load of crap. Especially given this:
http://gizmodo.com/dont-buy-what-neil-young-is-selling-16784...
Read some of the comments down on his Facebook also. His fans are not happy (rightfully so).
The Android TV YouTube app, for example, has no way to subscribe to a channel. It also has no immediate 'go back to the video I was watching' either; you have to wait some amount of time until your YouTube history gets updated. This is Google's own YouTube app on their own platform.
Video player functionality aside (I understand the complaints), that thing full-screened just feels like a native app.
The main point I want to put across is that it's unfortunate that as software engineers, we have somewhat of a tendency to feel guilty for what we do earn and as a whole profession we can be prone to underselling our own value. I find the parent comment a perfect reflection of this tendency.
For argument's sake, let's say you're paid $80K per year. On the one hand, you may think that is high (it always depends what your frame of reference is). If the code you produce directly makes the company millions of dollars though, does that change your assessment of the 'reasonableness' of that salary?
This is the argument I've heard as to why sports stars get paid so much (because you have to look at what they get paid vs the amount of money they're making for the comapnies paying them).
It's a real can of worms.
To us we see $30 million and think "that's a ton of money!! how could he get that funding?" but to the VC it's like "Here's a bit of spare change, maybe you'll make something out of this, maybe not".
From that viewpoint alone I could understand why a VC would fund this. I mean, could you guarantee that it's NOT going to be some breakout hit? What if you did pass on that $30 million investment and the company did actually turn out to be valuable? It's easy to say post-hoc once the company has been stupid that the VCs ought to have known about it, but it looks different if you think back to what the VCs must have known when they were approached.
Say I split a function up into a few sub-functions because it's getting big. Now I have the problem that I'm jumping forwards and backwards through the code when I want to explore what that function does:
SomeMassiveFunction() { SubfunctionA(); SubfunctionB(); SubfunctionC(); SubfunctionD(); }
SubfunctionA() { } ....
In this case, SubfunctionC() might end up a few pages down in source code. So now it's a context switch to go there and then go back.
Now this can be somewhat avoided with good function names (so you don't HAVE to jump backwards and forwards) and keyboard shortcuts (to make the process quicker), but it's still a trade-off that I think needs to be kept in mind.
The lead developer at my current company is in his mid-50s and he's as interested as anyone I've known (and more interested than a lot of engineers I've known) in learning new APIs, etc.
I know, anecdata and all that :)
Cardboard is a great ecosystem, but the tracking and latency on Gear VR is just leaps and bounds above what cardboard can do (the GVR unit has its' own low-latency sensors).