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Typo Keyboard For iPhone Faces Sales Ban

nbohr1more End times (205 comments)

At the twilight of our civilization, endless patent and copyright fights over obvious things. A keyboard at the bottom rather than the side of a phone? Obviously this is a precious work of genius that must be protected at all costs. Soon someone will make a new generation of 8K HDTV's and they will patent "the use of a remote control with 8K HDTV's" When will someone see through this horseshit and revoke these stupid patents.

about 6 months ago

John Carmack Leaves id Software

nbohr1more Re:Buying iD was a massive mistake (154 comments)

Doom 3 was not a failure from a technology stand-point. It did just what it set out to do. You try writing an engine with full dynamic lighting that runs on a "Geforce 2". That's right, Doom 3 has a render pipeline that is DX7 compatible. If anything Doom 3's only technical foible is that it relied on OpenGL which happened to become a "big mess" around the time Doom 3 was in development. He was lucky that OpenGL even offered shaders at that point and had to write them in ARB because GLSL was so broken it's not even funny. Megatexture is showing up from other engine developers now too. The concept of data hierarchy wont go away simply because most mappers have gotten by better with tiled texturing. Eventually that limitation will be broken down. The only failing there is that John tried too much to eat his own dog-food. Rather than use a combination of standard tiled textures and Megatexture he tried to force everything to be compiled from the Megatexture. The hardware wasn't ready. Doom 3 BFG's source code is a treasure trove of improved rendering concepts afforded by better OpenGL standards. If we had the OpenGL then that we have now, it would have held-off UE3 no doubt. Some informal tests on a few hundred dynamic lights show you can have a scene with the original Doom 3 render at 15fps while BFG will render at 300fps. Easily competitive now and it's not even a deferred renderer.

about 10 months ago

Doom 3 Source Released

nbohr1more Re:First thing I want to see.. (187 comments)

Sikkmod already has an option to brighten the Ambient light so that shadowed areas have better visibility. No need to wait, get it now. Better Ambient light rendering will surely happen with source modifications.

more than 2 years ago

Doom 3 Source Released

nbohr1more Re:Another level (187 comments)

Megatextures still have potential. They just need to be more conservative instead of trying to make everything out of them. Mixing traditional textures and Megatextures gave the game BRINK it's distinctive look and the technique could be extended further. John Carmack was trying too hard to: A more realistic approach would've been optimal.

more than 2 years ago

Doom 3 Source Released

nbohr1more Re:Shadow clarification (187 comments)

Stencil shadows haven't been removed. Just the depth-fail method (which may mean a performance penalty unless Carmack worked some new magic...) Even without the shadows, the per-pixel dynamic lighting is still valuable and new shadow methods can be implemented anyway (especially with so much of the engine tracking light positional effects).

more than 2 years ago

Doom 3 Source Released

nbohr1more The Dark Mod! (187 comments)

The Dark Mod, a Doom 3 total conversion which turns the game into something similar to the "Thief" series games, will now be able to optimize and fix render, AI, and physics. This is a day for celebration!

more than 2 years ago

Bulldozer Server Benchmarks Not Promising

nbohr1more Re:Sunk cost fallacy (235 comments)

Yes, lower IPC was a risky move but it was a gamble that they had to take with this strategy. The whole idea still makes sense: 1) Specialize on threaded server workloads on the CPU 2) Increase the pipeline stages for clocking head-room at the die shrink nodes (Even though they backed-off a bit, Intel will do this too) 3) Get Application developers to move to GP-GPU 4) Next-gen Fusion 5) Now you have x86 only doing minimal or perfunctory work while the on-die GPU handles the muscle. I don't know why people are applauding Intel for marginal jumps in FP capability and a hand-full of decode tricks when we are on the cusp of a CPU with MOUNTAINS of Floating Point and parallelism. You think that PowerPC had an advantage in media-rich applications with AVX? Think of how crazy good Fusion will be if the plan comes together. That CPU will be a media-rich messiah! Sorry if I don't share your excitement over opening Word documents quicker because of super cool x86 decode tricks. I want a CPU with a next-gen attitude.

about 2 years ago

China Building Gigantic Structures In the Desert

nbohr1more Great Firewall of China? (412 comments)

Perhaps they are practicing image replacement for Google maps images to censor forbidden areas? They can use those markings for calibration.

more than 2 years ago

Doom 3 Source Code To Be Released This Year

nbohr1more The Dark Mod (210 comments)

The Dark Mod team is very excited about all the possible bug fixes and performance improvements made possible by this release. If you are a fan of the Thief games, you should check out this mod:

more than 3 years ago

Forget Space Travel, It's Just a Dream

nbohr1more The real limit? (542 comments)

I believe I've read that the real speed limit is 100 kilometers per second. Any faster any the electron-shell stability of most atoms will become significant enough to induce heavy thermal increases.? (Essentially, you will cook as if in a microwave oven,,,) As far as "going fast" is concerned, the easiest solution would be to build a large mag-lev train in space. It would be like a large particle accelerator so you could get the ship up to just below the speed of light as it circled around, The problem, of course, is the 100kmps limitation as originally stated (if true)... Well, the other problem is "stopping"...

more than 3 years ago



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