Here dude, talk to the hand... err ... the watch I mean.
Is there some benefit to "supporting LTE instead of 3G"? (if the article is correct)
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(the author of the article has a bit different take but I think the root cause is similar : competitive games made with the kind of "personal domination" focused mindset)
I noticed this problem first in Quake 2 CTF - when you have a team game and the score boards give equal or more weight to personal achievements than the objectives, on a public server that tends to cause a lot of focus on those personal stats. To me in such game (Capture the flag etc) it would have been preferable to have the personal stats available through some web site instead of ingame but of course the people who are most focused on those would ask for them to be implemented etc. A good game designer knows what belongs and doesn't entertain every idea even if they personally like it in another game. Just like C# doesn't have every feature that its designers might have wanted in.
Another pet peeve is immersion breaking stats and other things popping up, flashing or being drawn in high contrast that command attention. Surrounding the characters with brights gui-elements (circles, numbers, lines so forth and hand-holding popups & arrows) that take the center stage while the characters and art takes backseat is creating an expectation for the lowest common denominator that such things should be there and then when they're not there, they raise a fuss. I'm not against some mods that players can enable to add such things (except in pvp and the team games - hard to enforce but being able to choose between opponents mod vs non-modded would be ideal) but they should not be the default.
So while people can ignore the distracting elements pretty well, to me the issue is about the expectations created - once expectations are there, publishers and such are going to have long lists of things they want and so forth so that no "AAA" game can be done without ending up looking like garbage.
It would be really nice if the SP4 has a dedicated 3.5 line-in but ideally I'd like a 5-10" device with dedicated 3.5" line-in or USB cable that doesn't have any bulky parts in it and has line-in/out and midi i/o. And this usb split cable should work with my Lumia 1020 so I can write the software on the SP4 and then move it to the phone and use the phone as audio/midi tool.
So usb 3.1 type-c -> line in/out, midi in/out breakout cable without any bulky interface box.
If the phone/tablet had RTOS, it would be enough to have external GPIO "port" and you could then use that as a midi port, no need for the usb converter. The code for this is already out there.
I noticed that whatever version my Lumia 1020 doesn't appear to do this while cheaper Samsung phone from same year can (with stock player).
I gave this some thought. While there's certainly also a compression issue, the bigger factors are likely:
1) maybe my ISPs youtube CDN doesn't have the full bitrate content on it yet
2) maybe some "producers" are doing shoddy captures of compressed content (perhaps of new content that was not at full quality on their CDN), then recompressing it and then youtube does its own compression and whatnot and then another producer captures that and so on.
3) as I'm viewing a fair amount of very recently uploaded videos (within a day or week), in those cases. especially the higher bitrate the source, it would make sense that youtube has so much uploads that there could be prioritization going such that certain partners content get encoded at high quality at various resolutions quicker etc. And as I watch just uploaded stuff from random channels I'm getting the hardest to predict and thus worst case.
I don't think that would be fair. If you wanted to say compare various services and their players, it would need to use the output from the player (flash/html5).
YouTube is now bragging about 8K video resolution support but anyone with atleast one eye can see that the compression is so heavy handed that there's massive artifacts that the high resolution just makes even more obvious.
As for the analysis, I just figured that it should be enough to do some form of lossless compression of frames and see how much is the resulting size. If the video is some sort of slow panning view, the lossless compression should reveal the actual amount of data in the frame. Pundits in youtube comments already argue that vimeos fullhd looks better than youtubes 8K. With such analysis this Youtube race "bigger res is better" would get its appropriate conclusion. It would be funny to prove that bigger res isn't better (when there's heavy compression involved, or just plain lack of production value in the source). This same approach could be used to analyze games and drivers which seem to commonly optimize the graphics into awful, such that to restore any resemblance of the original quality you now have to render them at 2-4x res as the rendering at native resolutions have been optimized over the years to subtly look worse. If it was not, then there should not be so massive difference between rendering at 2-4x and downsampling vs rendering at native.
I'm noticing that youtube videos, when movement is present, appear to have detail level of maybe 25% of the detail when there is no movement. Not all of them but many recently uploaded ones. I'm not sure about the cause of this. The result is that most videos recently look like blurry mush.
But in order to quantify this problem, I need to be able to select a portion of the desktop or whole screen and then use "wasapi audio loopback capture" equivalent for DWM to grab the lossless frames from the youtube window to analyze the amount detail in each frame, such that I could then overlay statistics on top of the html5 or flash video that shows how much detail there is.
Because I think while youtube is claiming the video to be 1080p or whatever, in a lot of recently uploaded videos the detail is actually less than 500K pixels. I'm also pretty certain that some old videos have degraded in quality - the ones that were compressed using some first version of the Flash codec.
Further I've found several reports that some very old Flash versions have better video quality on youtube than using the latest version. (this was year or two ago, I couldn't get a good repro of this when I tried downgrading)
Processor: 1 gigahertz (GHz) or faster
RAM: 1 gigabyte (GB) (32-bit) or 2 GB (64-bit)
That's sort of interesting. There's no mention of "64 bit only". I found some were hacking Windows 8 to get it to install on some older 32 bit cpu's like the early Pentium M's. I wonder if 10 now works on those old systems and 8 won't or are these system requirements not being specific enough?
Until there's some serious alternatives to old systems with decent aspect ratio, I'll try to avoid buying stuff if I can. Only looking at the SP4 14" (assuming it's 3:2 still) and maybe the XPS 18 if I could get my hands on it somehow as I don't like buying displays without seeing them first.
Well I took a bit of time to learn to use the F12 Memory tab in IE11. It would indicate there is some sort of loop going on in Google's JS code doing allocations and this code is loaded on various sites. (I didn't look if the problem is in the google code or if the site is using it in a loop - but two different sites with same exact issue)
I don't know if this rs=... parameter is some tracking info or what so I blanked it. Appears to be same thing on both sites.
I haven't quite pinpointed the page cause I tend to have different pages open in different tabs and I have no idea how to identify which tab is causing the growth. I have some candidates though so when it happens again and again I can slowly narrow down. They're all something to do with shopping so no doubt there's all sort of JS on them.
I'll leave some of the sites open in separately open processes to see if it happens again...