Overdue Update

I need to somehow enforce a mental pre-committment to blog daily.  It’s been almost half a year and I have a huge backlog of thoughts I would like to commit to permanent long term storage. Thus, a commitment plan to some upcoming future posts:  In October/November of last year(2010), I researched VR HMDs and explored the idea…

Latency & Human Response Time in current and future games

I’m still surprised at how many gamers and even developers aren’t aware that typical games today have total response latencies ranging anywhere from 60-200ms. We tend to think of latencies in terms of pings and the notion that the response time or ‘ping’ from a computer or a console five feet away can be comparable…

Unique Voxel Storage

How much memory does a unique voxelization of a given scene cost? Considering anistropic filtering and translucency a pixel will be covered by more than one voxel in general. An upper bound is rather straightforwad to calculate. For a single viewport with a limited nearZ and farZ range, there are a finite number of pixel…

Hierarchical Cone Tracing (half baked rough sketch)

High quality ray tracing involves the computation of huge numbers of ray-scene intersections. As most scenes are not random, the set of rays traced for a particular frame are highly structured and spatially correlated. Just as real world images feature significant local spatial coherence which can be exploited by image compression, real world scenes feature…

More on grid computing costs

I did a little searching recently to see how my conjectured cost estimates for cloud gaming compared to the current market for grid computing. The prices quoted for server rentals vary tremendously, but I found this NewServers ‘Bare Metal Cloud’ service as an interesting example of raw compute server rental by the hour or month…

Some thoughts on metaprogramming, reflection, and templates

The thought struck me recently that C++ templates really are a downright awful metaprogramming system. Don’t get me wrong, they are very powerful and I definitely use them, but recently I’ve realized that whatever power they have is soley due to enabling metaprogramming, and there are numerous other ways of approaching metaprogramming that actually make…

The Next Generation of Gaming

The current, seventh, home game console generation will probably be the last. I view this as a very good thing, as it really was a tough one, economically, for most game developers. You could blame that in part on the inordinate success of Nintendo this round with its sixth generation hardware, funky controller, and fun…