347 karma · joined September 7, 2012
How many of those do you sell, anyway (if you don't mind me asking)?
I do wish there was an Android or PC version.
Probably water conservation, as it prevents sprinkler use. My city had a similar bylaw as recently as 10 years ago, until a new reservoir was built.
Though come to think of it, there is one example that almost does what you describe. Dynamic resolution scaling has some artifacts, but is being used in some games (and is notably used in Dead Rising 3). Though one has to decide before the frame is rendered what resolution to use, so you still get frames that take longer than 16.7ms or whatever your target is.
One could do something similar with render quality, but it has the same drawback that you have to decide beforehand what quality you want to use. One would also have to ramp up and down the quality slowly, which is difficult as the complexity of a given scene can vary wildly over the space of a single second. It also wouldn't help with spikes in rendering time.
I don't see much info about partial screen updates. I hope the eventual standardization of this sort of thing in DisplayPort will provide for Hz-less partial screen updates. It would be nice to be able to run a 3D application and a movie at the same time, providing 24 or 30 updates/second for the movie, and a dynamic rate for the 3D application. It also allows for cleaner implementation of 3D applications that aren't running fullscreen. Generally, partial updates seem like a more flexible, more natural evolution of the Hz-less display idea, particularly with "panel self refresh" and "partial frame updates" already in DisplayPort.
The obvious downside is that you've got a classic example of resource contention, this time in the case of bandwidth. If you've got two areas that want to be redrawn at the same time on different parts of the screen, only one (or a portion of one) can be sent at a time. This leads to jitter or (depending on how you decide to deal with it) some other visual problem. But let not the enemy of "good" be "perfect": it's still a very useful feature.
The best half-solution to the bandwidth contention problem (IMO) would be to push all the decision making as to who gets access to the "pipe" to the OS. It can decide which application (if any) gets a jitter-free experience (perhaps with user preference taken into account), it can provide hints to applications about when the pipe will be free, etc. The OS really has to manage it in order to provide a good experience.
There seem to be two ways to interpret your question:
>1.) Why can't games render 60 frames per second always?
Because some scenes are more complex than others. Rendering a complex scene can longer than 16.7 ms, and there is no way around that.
>2.) If a game comes far below the frame completion deadline (e.g., completes a frame in 0.5 ms, where the deadline is 16.7 ms), why doesn't it simply stop doing anything until the deadline has passed?
I do not know the answer. But I can say that many games actually do this. It is usually referred to as a frame cap.
Hopefully with a larger selection of cards as well.
The trouble is in getting unbiased results. I doubt Valve would want to test each model themselves.
How feasible that is in reality is of course up for question. And I doubt that nVidia would be willing to implement an AMD-controlled API.
For things that I have used, there are real, identifiable problems: the instant search results break the back button. Link tracking on search results means you cannot copy an URL.
I feel that there is a definite trend towards poor UI, irrespective of the user's prior history with the products.
Thus far, HTML5 games seem more like a replacement for basic 3D flash games more than anything. Whether that will change at some point in the future I don't know, but at this point I have not really been wowed by anything.
This breaks in the case of "Mr. Jones went to the store. He enjoys buying things." The spacing after 'Mr.' should be less than after 'store.'. If two spaces are prohibited, you have the following options, neither of them particularly satisfactory:
-The user must input some form of special Unicode space character after 'Mr.'
-The display software must include a list of all words that, when followed by a period, should not include extra space (e.g., "Mr, Mrs, Messrs, etc, e.g, i.e" and so forth).
Since HDMI and DVI came first, this limits the use of DisplayPort; manufacturers are unwilling to create a device that requires a $100 adapter to work with what most people own.
If not I may be compelled to create one.