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zero_iq

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zero_iq
·7 mesi fa·discuss
The user experience accessing YouTube through a web browser on a TV (the main target audience for SmartTube) is less than ideal.

TV and set-top box browsers tend to be slow and fiddly to use from a TV remote. (And often running on underpowered hardware).
zero_iq
·5 anni fa·discuss
What you said about France is absolutely not true.

Article V of the French constitution:

> The law has the right to forbid only actions harmful to society. Anything which is not forbidden by the law cannot be impeded, and no one can be constrained to do what it does not order.

Given that the US constitution was greatly influenced by the French one, and given France's influence and substantial aid in helping to establish the USA as an independent country it's hard for me to imagine how anyone could believe this, unless they were completely unaware of both French and American history and culture.
zero_iq
·9 anni fa·discuss
Do I know what I'm talking about? Yes, and no. Yes, I know about GPUs and graphics programming, and no, I don't know the specifics of the Star Citizen game engine, other than being an interested follower of their YouTube channel, and reading some articles.

I'm talking about GPU support here for accelerated graphics and physics, not CPU. Obviously, CPUs have had native double support for a long time.

Doubles have been hardware accelerated for some time for both graphics and physics, BUT: until recently you paid a heavy price for doing double calculations on the GPU (20x slower or more typically), especially on lower-end hardware and obviously increased memory requirements. Most game engines have until relatively recently used 32-bit floats for pretty much everything, although often selectively using 64-bits or multiple scaled reference frames for positioning over larger scales.

From what I understand, Star Citizen converted their game engine to use 64-bit floating point for worldspace positioning in both their graphics and physics pipelines, so they can have a single coordinate system for positioning at the scale of an entire solar system, without having to worry about precision issues. My understanding is that Star Citizen uses the GPU heavily for graphics, physics, procedural generation, and simulation using graphics shaders (vertex/fragment, etc) and compute shaders.

You're right of course that graphics and physics can be implemented independently, but they have to share coordinates and data at some level, and if you have to convert between multiple precisions, coordinates systems, and frames of reference, you are potentially making things more difficult and negatively affecting performance.

From the Star Citizen interviews I've seen, my understanding is that the conversion to 64-bit worldspace simplified their development (all their components can share worldspace data) at only a small cost to performance on modern hardware, and they obviously felt it was worth the trade-off. However, technical detail in many of the videos I've watched has been rather lacking, and some articles have clearly misinterpreted what they've done. I doubt their entire engine has been converted to use 64-bit for everything, which is probably wasteful, and would severely limit the hardware capable of running it.
zero_iq
·9 anni fa·discuss
No, he means 64-bit. Most games use 32-bit floats, (which pose far greater practical precision/range issues in many scenarios involving multiple scales and reasonable distances) and this is what most GPU hardware has focused on until relatively recently. Only newer, higher-end GPU hardware has native support for 64-bit double precision geometry with game-level performance. It's quite easy to run up against the limitations of single-precision floats. It's an issue where I work and we only deal with data at city-block scale, and far worse if you have to work at solar system scale like Star citizen, hence the need to move to 64-bit doubles. You can work around the problems using multiple reference frames and conversions, but it's a pita. I'm not sure if Star Citizen has gone down the route of a full 64-bit pipeline (limiting it's target audience GPUs) or if it's a hybrid system. I'm guessing that it will need a fairly high spec GPU to run anyway.