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Since: Feb 05, 2006 Posts: 97
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(Msg. 16) Posted: Thu Dec 28, 2006 4:52 pm
Post subject: Re: Convergence for iTunes/iPod/iLife/iTV: MPEG-4 [Login to view extended thread Info.] Archived from groups: comp>sys>mac>graphics, others (more info?)
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In article <OrWkh.162$_44.119@newsfe23.lga>,
Lawson English <LawsonE.RemoveThis@nowhere.none> wrote:
> ZnU wrote:
> > In article <u9Ukh.30282$Rj.15756@newsfe19.lga>,
> > Lawson English <LawsonE.RemoveThis@nowhere.none> wrote:
> >
> >> ZnU wrote:
> >>> In article <VsCkh.30059$Rj.10342@newsfe19.lga>,
> >>> Lawson English <LawsonE.RemoveThis@nowhere.none> wrote:
> >>>
> >> [...]
> >>>> For some stuff, keyboards are essential. But for other stuff,
> >>>> console-level controllers (which are getting more sophisticated all the
> >>>> time--look at the wii wand controllers), will be quite adequate.
> >>> For anything involving interacting with other humans at a level beyond
> >>> shooting at them, keyboards are necessary. At least until voice chat is
> >>> pervasive in interactive environments.
> >> iChat conferencing apparently already uses H.264 compression. It should
> >> be possible to limit which voices are sent to which person in a
> >> conferencing chat based on how far away someone is within the VR world
> >> so bandwidth issues and whatever else might look like a potential issue
> >> here isn't really.
> >
> > Probably for WoW-type games where most of the content is stored locally
> > this is true. For Second Life type environments, where geometry and
> > textures get streamed, bandwidth is going to still be an issue for a
> > while.
> >
>
> So no content is stored on the client side?
There's a local cache, but it never contains more than a tiny fraction
of the world at any given time.
This can be entertaining on slow connections... you teleport into
something that looks like an empty field, and then watch as buildings
and people start popping into existence one by one.
> > Are there headsets for consoles?
>
> I would think so, especially for the latest ones like Xbox 360 and wii
>
> >
> >> [...]
> >>>>> (You'd need a centralized system to keep track of geography, I suppose,
> >>>>> but, then, mapping between coordinates in virtual space and specific
> >>>>> servers is not conceptually very different from what DNS does.)
> >>>>>
> >>>> I see no reason why such content couldn't be displayed via MPEG-4. Did
> >>>> you ever play the original Marathon game from Bungie? The game playback
> >>>> was a QuickTIme file that basically recorded the player's moves, even
> >>>> over a network. The codec itself was the actual game engine of Marathon.
> >>>> You could switch camera-views and even switch player-views while the
> >>>> game was playing back and change the playback speed as well.
> >>>>
> >>>> It seems plausible that a Second Life-like codec could leverage MPEG-4
> >>>> features from inside MPEG-4 itself and allow for the creation and
> >>>> interaction of all sorts of distributed worlds.
> >>> My reading of the document you linked does not suggest the format is
> >>> anywhere near flexible enough for this. Anyway, it's basically a
> >>> container format -- how much sense does it make for live interactive
> >>> environments (rather than static content) to be contained?
> >>>
> >> The BBC probably wasn't analyzing MPEG-4 from the point of view of
> >> implementing some kind of EverQuest-like game or SL world.
> >>
> >> Hmmmm... googling MPEG-4 game...
> >>
> >> http://graphics.csie.ntu.edu.tw/~firebird/download/2001gtc.pdf
> >>
> >> http://www-artemis.int-evry.fr/Publications/library/Tran-ICME2003.pdf
> >
> > I'm really not seeing anything particularly compelling there. Maybe
> > MPEG-4 might gain some traction for the sort of simple little games
> > people presently implement in Flash. This isn't exactly going to be a
> > major shakeup.
>
> Eh. SOmeone created a demo of one of the 1st person shooters using X3D
> that is supposed to be pretty snappy. Uses DirectX/3D so I can't test it
> (the concept of an open source "cross platform" project that requires a
> proprietary library is a tad odd, IMHO.
And being able to embed first-person shooters in web pages is useful
how, again?
> >>>> I can see an obvious interaction between Google Earth and Second Life or
> >>>> a meta-Second Life: The ability to travel quickly to foreign "lands" or
> >>>> worlds or universes or dimensions or whatevers. GE allows you to see
> >>>> progressively more details of the local terrain as you zoom in and this
> >>>> would be quite useful for traveling from one virtual world/land to the
> >>>> next. Web-surfing via geometric interface. Apple's old Project X tried
> >>>> this, but the available graphics and bandwidth only allowed for clouds
> >>>> of URLs. An extended version of Google Earth could allow you to navigate
> >>>> a terrain of the VR equivalent of URLs in a more entertaining, or even
> >>>> more comprehensible way.
> >>> It would be a gimmick, and people would play around with it for a few
> >>> minutes and then never bother again. Seriously. We've seen all this
> >>> before.
> >> Maybe. However, the Second Life players are actually discussing this
> >> kind of thing (using Google Earth or something like it with SL) in their
> >> forums.
> >
> > Sure. Just don't expect people to use this kind of thing as a substitute
> > for web browsing.
>
> For some kinds of browsing, it might be more efficient.
For browsing based on *actual* geography, e.g. finding content related
to specific real-world locations, it's useful.
That's about it.
> >>> The tools are primitive because there's no good use case for the format,
> >>> not the other way around.
> >>>
> >> VRML has given way to X3D which is the new basis for MPEG-4 3D scenes.
> >> There's even an Ajax3D based on Ajax + X3D. I think that the situation
> >> you describe is about to change. The current generation of low-end video
> >> cards (even the built-in graphics of the Mac Mini!) are more than
> >> capable of handling Second Life type graphics. X3D is an XML-based
> >> language. I don't know that there is a binary version, but likely one
> >> will be devised if the text version proves too slow for Virtual Worlds use.
> >
> > Because, you know, when a technology stagnates for a decade, coming up
> > with a buzzword-compliant replacement with a new name always turns
> > things around.
> >
>
> VRML was XML based also.
VRML predates XML by 3 or 4 years.
> My point was about the binary format. And there ARE uses for VRML,
> even.
Not widespread ones.
--
"Those who enter the country illegally violate the law."
-- George W. Bush in Tucson, Ariz., Nov. 28, 2005 |
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Since: Sep 05, 2006 Posts: 34
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(Msg. 17) Posted: Fri Dec 29, 2006 9:54 pm
Post subject: Re: Convergence for iTunes/iPod/iLife/iTV: MPEG-4 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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ZnU wrote:
> In article <OrWkh.162$_44.119@newsfe23.lga>,
> Lawson English <LawsonE DeleteThis @nowhere.none> wrote:
>
>> ZnU wrote:
>>> In article <u9Ukh.30282$Rj.15756@newsfe19.lga>,
>>> Lawson English <LawsonE DeleteThis @nowhere.none> wrote:
>>>
>>>> ZnU wrote:
>>>>> In article <VsCkh.30059$Rj.10342@newsfe19.lga>,
>>>>> Lawson English <LawsonE DeleteThis @nowhere.none> wrote:
>>>>>
>>>> [...]
>>>>>> For some stuff, keyboards are essential. But for other stuff,
>>>>>> console-level controllers (which are getting more sophisticated all the
>>>>>> time--look at the wii wand controllers), will be quite adequate.
>>>>> For anything involving interacting with other humans at a level beyond
>>>>> shooting at them, keyboards are necessary. At least until voice chat is
>>>>> pervasive in interactive environments.
>>>> iChat conferencing apparently already uses H.264 compression. It should
>>>> be possible to limit which voices are sent to which person in a
>>>> conferencing chat based on how far away someone is within the VR world
>>>> so bandwidth issues and whatever else might look like a potential issue
>>>> here isn't really.
>>> Probably for WoW-type games where most of the content is stored locally
>>> this is true. For Second Life type environments, where geometry and
>>> textures get streamed, bandwidth is going to still be an issue for a
>>> while.
>>>
>> So no content is stored on the client side?
>
> There's a local cache, but it never contains more than a tiny fraction
> of the world at any given time.
That actually seems inefficient. Unless a "default" world is built into
the graphics engine...
>
> This can be entertaining on slow connections... you teleport into
> something that looks like an empty field, and then watch as buildings
> and people start popping into existence one by one.
Sounds like there IS a default world built-in: empty field.
[...]
>> Eh. SOmeone created a demo of one of the 1st person shooters using X3D
>> that is supposed to be pretty snappy. Uses DirectX/3D so I can't test it
>> (the concept of an open source "cross platform" project that requires a
>> proprietary library is a tad odd, IMHO.
>
> And being able to embed first-person shooters in web pages is useful
> how, again?
Shows that x3d is capable of rendering 3D virtual worlds of that type
(afterlife?) in realtime using streaming media, which is what x3d within
MPEG-4 would use. From what I've seen of the screenshots of Second Life,
the world isn't so complex as to preclude being embedded in an MPEG-4
stream. And there might be reasons to do that (or embed MPEG-4 in the
Second LIfe stream, but that would be less useable on a set-top box
unless it had the Second LIfe codec isntalled.
>
>>>>>> I can see an obvious interaction between Google Earth and Second Life or
>>>>>> a meta-Second Life: The ability to travel quickly to foreign "lands" or
>>>>>> worlds or universes or dimensions or whatevers. GE allows you to see
>>>>>> progressively more details of the local terrain as you zoom in and this
>>>>>> would be quite useful for traveling from one virtual world/land to the
>>>>>> next. Web-surfing via geometric interface. Apple's old Project X tried
>>>>>> this, but the available graphics and bandwidth only allowed for clouds
>>>>>> of URLs. An extended version of Google Earth could allow you to navigate
>>>>>> a terrain of the VR equivalent of URLs in a more entertaining, or even
>>>>>> more comprehensible way.
>>>>> It would be a gimmick, and people would play around with it for a few
>>>>> minutes and then never bother again. Seriously. We've seen all this
>>>>> before.
>>>> Maybe. However, the Second Life players are actually discussing this
>>>> kind of thing (using Google Earth or something like it with SL) in their
>>>> forums.
>>> Sure. Just don't expect people to use this kind of thing as a substitute
>>> for web browsing.
>> For some kinds of browsing, it might be more efficient.
>
> For browsing based on *actual* geography, e.g. finding content related
> to specific real-world locations, it's useful.
>
> That's about it.
That YOU can think of. There are countless ways of organizing data and
meta-data that neither of us have thought of. Some efficient ones might
lend themselves to a Google-Earth-like system. Or perhaps not. I just
remember Andy Grove's alleged corollary to Moore's Law: "...and every
two years people come up with stuff to do with it you never imagined was
possible."
>
>>>>> The tools are primitive because there's no good use case for the format,
>>>>> not the other way around.
>>>>>
>>>> VRML has given way to X3D which is the new basis for MPEG-4 3D scenes.
>>>> There's even an Ajax3D based on Ajax + X3D. I think that the situation
>>>> you describe is about to change. The current generation of low-end video
>>>> cards (even the built-in graphics of the Mac Mini!) are more than
>>>> capable of handling Second Life type graphics. X3D is an XML-based
>>>> language. I don't know that there is a binary version, but likely one
>>>> will be devised if the text version proves too slow for Virtual Worlds use.
>>> Because, you know, when a technology stagnates for a decade, coming up
>>> with a buzzword-compliant replacement with a new name always turns
>>> things around.
>>>
>> VRML was XML based also.
>
> VRML predates XML by 3 or 4 years.
>
>> My point was about the binary format. And there ARE uses for VRML,
>> even.
>
> Not widespread ones.
>
Things change. |
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Since: Feb 05, 2006 Posts: 97
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(Msg. 18) Posted: Sat Dec 30, 2006 12:04 am
Post subject: Re: Convergence for iTunes/iPod/iLife/iTV: MPEG-4 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <Whmlh.18834$9e.1446@newsfe20.lga>,
Lawson English <LawsonE.DeleteThis@nowhere.none> wrote:
> ZnU wrote:
> > In article <OrWkh.162$_44.119@newsfe23.lga>,
> > Lawson English <LawsonE.DeleteThis@nowhere.none> wrote:
> >
> >> ZnU wrote:
> >>> In article <u9Ukh.30282$Rj.15756@newsfe19.lga>,
> >>> Lawson English <LawsonE.DeleteThis@nowhere.none> wrote:
> >>>
> >>>> ZnU wrote:
> >>>>> In article <VsCkh.30059$Rj.10342@newsfe19.lga>,
> >>>>> Lawson English <LawsonE.DeleteThis@nowhere.none> wrote:
> >>>>>
> >>>> [...]
> >>>>>> For some stuff, keyboards are essential. But for other stuff,
> >>>>>> console-level controllers (which are getting more sophisticated all
> >>>>>> the
> >>>>>> time--look at the wii wand controllers), will be quite adequate.
> >>>>> For anything involving interacting with other humans at a level beyond
> >>>>> shooting at them, keyboards are necessary. At least until voice chat is
> >>>>> pervasive in interactive environments.
> >>>> iChat conferencing apparently already uses H.264 compression. It should
> >>>> be possible to limit which voices are sent to which person in a
> >>>> conferencing chat based on how far away someone is within the VR world
> >>>> so bandwidth issues and whatever else might look like a potential issue
> >>>> here isn't really.
> >>> Probably for WoW-type games where most of the content is stored locally
> >>> this is true. For Second Life type environments, where geometry and
> >>> textures get streamed, bandwidth is going to still be an issue for a
> >>> while.
> >>>
> >> So no content is stored on the client side?
> >
> > There's a local cache, but it never contains more than a tiny fraction
> > of the world at any given time.
>
> That actually seems inefficient. Unless a "default" world is built into
> the graphics engine...
The world is huge, and allows users to construct arbitrary objects and
upload arbitrary textures. So, it's not like WoW, where you only have to
download new data when Blizzard changes something, which doesn't happen
that often.
[snip]
> >>> Sure. Just don't expect people to use this kind of thing as a substitute
> >>> for web browsing.
> >> For some kinds of browsing, it might be more efficient.
> >
> > For browsing based on *actual* geography, e.g. finding content related
> > to specific real-world locations, it's useful.
> >
> > That's about it.
>
> That YOU can think of. There are countless ways of organizing data and
> meta-data that neither of us have thought of. Some efficient ones might
> lend themselves to a Google-Earth-like system. Or perhaps not. I just
> remember Andy Grove's alleged corollary to Moore's Law: "...and every
> two years people come up with stuff to do with it you never imagined was
> possible."
OK, but people have been going on about this stuff for a decade now, and
nobody appears to have come up with anything particularly useful.
[snip]
--
"That's George Washington, the first president, of course. The interesting thing
about him is that I read three‹three or four books about him last year. Isn't
that interesting?"
- George W. Bush to reporter Kai Diekmann, May 5, 2006 |
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Since: Sep 05, 2006 Posts: 34
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(Msg. 19) Posted: Sat Dec 30, 2006 12:26 am
Post subject: Re: Convergence for iTunes/iPod/iLife/iTV: MPEG-4 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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ZnU wrote:
> In article <Whmlh.18834$9e.1446@newsfe20.lga>,
> Lawson English <LawsonE.RemoveThis@nowhere.none> wrote:
>
>> ZnU wrote:
>>> In article <OrWkh.162$_44.119@newsfe23.lga>,
>>> Lawson English <LawsonE.RemoveThis@nowhere.none> wrote:
>>>
>>>> ZnU wrote:
>>>>> In article <u9Ukh.30282$Rj.15756@newsfe19.lga>,
>>>>> Lawson English <LawsonE.RemoveThis@nowhere.none> wrote:
>>>>>
>>>>>> ZnU wrote:
>>>>>>> In article <VsCkh.30059$Rj.10342@newsfe19.lga>,
>>>>>>> Lawson English <LawsonE.RemoveThis@nowhere.none> wrote:
>>>>>>>
>>>>>> [...]
>>>>>>>> For some stuff, keyboards are essential. But for other stuff,
>>>>>>>> console-level controllers (which are getting more sophisticated all
>>>>>>>> the
>>>>>>>> time--look at the wii wand controllers), will be quite adequate.
>>>>>>> For anything involving interacting with other humans at a level beyond
>>>>>>> shooting at them, keyboards are necessary. At least until voice chat is
>>>>>>> pervasive in interactive environments.
>>>>>> iChat conferencing apparently already uses H.264 compression. It should
>>>>>> be possible to limit which voices are sent to which person in a
>>>>>> conferencing chat based on how far away someone is within the VR world
>>>>>> so bandwidth issues and whatever else might look like a potential issue
>>>>>> here isn't really.
>>>>> Probably for WoW-type games where most of the content is stored locally
>>>>> this is true. For Second Life type environments, where geometry and
>>>>> textures get streamed, bandwidth is going to still be an issue for a
>>>>> while.
>>>>>
>>>> So no content is stored on the client side?
>>> There's a local cache, but it never contains more than a tiny fraction
>>> of the world at any given time.
>> That actually seems inefficient. Unless a "default" world is built into
>> the graphics engine...
>
> The world is huge, and allows users to construct arbitrary objects and
> upload arbitrary textures. So, it's not like WoW, where you only have to
> download new data when Blizzard changes something, which doesn't happen
> that often.
Eh. Even within EQ and WoW, there's a huge amount of content that is
continually being updated: the locations of all the MOBs and players. Of
course, custom textures aren't allowed, nor are arbitrary objects, but
from what I've heard, there are few places where 100+ avatars congregate
in 2nd Life, so the demands on the system are entirely different. If
100+ people added arbitrary objects and textures to the same local area,
I'm pretty sure that 2nd Life's lag would be worse than the first day
that the Bazar went live in Luclin if you were there for that (not to
mention the day that the Ahn Qi'raj portal opened in WoW).
>
> [snip]
>
>>>>> Sure. Just don't expect people to use this kind of thing as a substitute
>>>>> for web browsing.
>>>> For some kinds of browsing, it might be more efficient.
>>> For browsing based on *actual* geography, e.g. finding content related
>>> to specific real-world locations, it's useful.
>>>
>>> That's about it.
>> That YOU can think of. There are countless ways of organizing data and
>> meta-data that neither of us have thought of. Some efficient ones might
>> lend themselves to a Google-Earth-like system. Or perhaps not. I just
>> remember Andy Grove's alleged corollary to Moore's Law: "...and every
>> two years people come up with stuff to do with it you never imagined was
>> possible."
>
> OK, but people have been going on about this stuff for a decade now, and
> nobody appears to have come up with anything particularly useful.
Have you seen what passes for tools for some of this stuff? Its
pathetic. Creative types don't want to learn programming languages or
the GUI equivalent to create something. |
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Since: Feb 05, 2006 Posts: 97
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(Msg. 20) Posted: Sat Dec 30, 2006 2:45 am
Post subject: Re: Convergence for iTunes/iPod/iLife/iTV: MPEG-4 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <3xolh.21733$4w4.3033@newsfe13.lga>,
Lawson English <LawsonE.DeleteThis@nowhere.none> wrote:
> ZnU wrote:
> > In article <Whmlh.18834$9e.1446@newsfe20.lga>,
> > Lawson English <LawsonE.DeleteThis@nowhere.none> wrote:
> >
> >> ZnU wrote:
> >>> In article <OrWkh.162$_44.119@newsfe23.lga>,
> >>> Lawson English <LawsonE.DeleteThis@nowhere.none> wrote:
> >>>
> >>>> ZnU wrote:
> >>>>> In article <u9Ukh.30282$Rj.15756@newsfe19.lga>,
> >>>>> Lawson English <LawsonE.DeleteThis@nowhere.none> wrote:
> >>>>>
> >>>>>> ZnU wrote:
> >>>>>>> In article <VsCkh.30059$Rj.10342@newsfe19.lga>,
> >>>>>>> Lawson English <LawsonE.DeleteThis@nowhere.none> wrote:
> >>>>>>>
> >>>>>> [...]
> >>>>>>>> For some stuff, keyboards are essential. But for other stuff,
> >>>>>>>> console-level controllers (which are getting more sophisticated all
> >>>>>>>> the
> >>>>>>>> time--look at the wii wand controllers), will be quite adequate.
> >>>>>>> For anything involving interacting with other humans at a level
> >>>>>>> beyond
> >>>>>>> shooting at them, keyboards are necessary. At least until voice chat
> >>>>>>> is
> >>>>>>> pervasive in interactive environments.
> >>>>>> iChat conferencing apparently already uses H.264 compression. It
> >>>>>> should
> >>>>>> be possible to limit which voices are sent to which person in a
> >>>>>> conferencing chat based on how far away someone is within the VR world
> >>>>>> so bandwidth issues and whatever else might look like a potential
> >>>>>> issue
> >>>>>> here isn't really.
> >>>>> Probably for WoW-type games where most of the content is stored locally
> >>>>> this is true. For Second Life type environments, where geometry and
> >>>>> textures get streamed, bandwidth is going to still be an issue for a
> >>>>> while.
> >>>>>
> >>>> So no content is stored on the client side?
> >>> There's a local cache, but it never contains more than a tiny fraction
> >>> of the world at any given time.
> >> That actually seems inefficient. Unless a "default" world is built into
> >> the graphics engine...
> >
> > The world is huge, and allows users to construct arbitrary objects and
> > upload arbitrary textures. So, it's not like WoW, where you only have to
> > download new data when Blizzard changes something, which doesn't happen
> > that often.
>
> Eh. Even within EQ and WoW, there's a huge amount of content that is
> continually being updated: the locations of all the MOBs and players.
Sure, but this stuff is comparatively tiny, compared with all the
geometry and textures..
> Of course, custom textures aren't allowed, nor are arbitrary objects,
> but from what I've heard, there are few places where 100+ avatars
> congregate in 2nd Life, so the demands on the system are entirely
> different. If 100+ people added arbitrary objects and textures to the
> same local area, I'm pretty sure that 2nd Life's lag would be worse
> than the first day that the Bazar went live in Luclin if you were
> there for that (not to mention the day that the Ahn Qi'raj portal
> opened in WoW).
The entire Second Life world is arbitrary objects, essentially. How
many you have within your field of view depends on your settings, among
other things. You can potentially get a very large number in your field
of view, if you're looking from a high place. (And since avatars can
fly, that's not uncommon.)
> > [snip]
> >
> >>>>> Sure. Just don't expect people to use this kind of thing as a
> >>>>> substitute
> >>>>> for web browsing.
> >>>> For some kinds of browsing, it might be more efficient.
> >>> For browsing based on *actual* geography, e.g. finding content related
> >>> to specific real-world locations, it's useful.
> >>>
> >>> That's about it.
> >> That YOU can think of. There are countless ways of organizing data and
> >> meta-data that neither of us have thought of. Some efficient ones might
> >> lend themselves to a Google-Earth-like system. Or perhaps not. I just
> >> remember Andy Grove's alleged corollary to Moore's Law: "...and every
> >> two years people come up with stuff to do with it you never imagined was
> >> possible."
> >
> > OK, but people have been going on about this stuff for a decade now, and
> > nobody appears to have come up with anything particularly useful.
>
> Have you seen what passes for tools for some of this stuff? Its
> pathetic. Creative types don't want to learn programming languages or
> the GUI equivalent to create something.
Yes. But my argument is that the tools are so primitive, even after all
these years, primarily because nobody can really think of anything much
that would create demand significant to justify the investment
requirement to make them better.
--
"That's George Washington, the first president, of course. The interesting thing
about him is that I read three‹three or four books about him last year. Isn't
that interesting?"
- George W. Bush to reporter Kai Diekmann, May 5, 2006 |
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Since: Sep 05, 2006 Posts: 34
|
(Msg. 21) Posted: Sat Dec 30, 2006 3:35 pm
Post subject: Re: Convergence for iTunes/iPod/iLife/iTV: MPEG-4 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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ZnU wrote:
> In article <3xolh.21733$4w4.3033@newsfe13.lga>,
> Lawson English <LawsonE DeleteThis @nowhere.none> wrote:
>
>> ZnU wrote:
>>> In article <Whmlh.18834$9e.1446@newsfe20.lga>,
>>> Lawson English <LawsonE DeleteThis @nowhere.none> wrote:
>>>
>>>> ZnU wrote:
>>>>> In article <OrWkh.162$_44.119@newsfe23.lga>,
>>>>> Lawson English <LawsonE DeleteThis @nowhere.none> wrote:
>>>>>
>>>>>> ZnU wrote:
>>>>>>> In article <u9Ukh.30282$Rj.15756@newsfe19.lga>,
>>>>>>> Lawson English <LawsonE DeleteThis @nowhere.none> wrote:
>>>>>>>
>>>>>>>> ZnU wrote:
>>>>>>>>> In article <VsCkh.30059$Rj.10342@newsfe19.lga>,
>>>>>>>>> Lawson English <LawsonE DeleteThis @nowhere.none> wrote:
>>>>>>>>>
>>>>>>>> [...]
>>>>>>>>>> For some stuff, keyboards are essential. But for other stuff,
>>>>>>>>>> console-level controllers (which are getting more sophisticated all
>>>>>>>>>> the
>>>>>>>>>> time--look at the wii wand controllers), will be quite adequate.
>>>>>>>>> For anything involving interacting with other humans at a level
>>>>>>>>> beyond
>>>>>>>>> shooting at them, keyboards are necessary. At least until voice chat
>>>>>>>>> is
>>>>>>>>> pervasive in interactive environments.
>>>>>>>> iChat conferencing apparently already uses H.264 compression. It
>>>>>>>> should
>>>>>>>> be possible to limit which voices are sent to which person in a
>>>>>>>> conferencing chat based on how far away someone is within the VR world
>>>>>>>> so bandwidth issues and whatever else might look like a potential
>>>>>>>> issue
>>>>>>>> here isn't really.
>>>>>>> Probably for WoW-type games where most of the content is stored locally
>>>>>>> this is true. For Second Life type environments, where geometry and
>>>>>>> textures get streamed, bandwidth is going to still be an issue for a
>>>>>>> while.
>>>>>>>
>>>>>> So no content is stored on the client side?
>>>>> There's a local cache, but it never contains more than a tiny fraction
>>>>> of the world at any given time.
>>>> That actually seems inefficient. Unless a "default" world is built into
>>>> the graphics engine...
>>> The world is huge, and allows users to construct arbitrary objects and
>>> upload arbitrary textures. So, it's not like WoW, where you only have to
>>> download new data when Blizzard changes something, which doesn't happen
>>> that often.
>> Eh. Even within EQ and WoW, there's a huge amount of content that is
>> continually being updated: the locations of all the MOBs and players.
>
> Sure, but this stuff is comparatively tiny, compared with all the
> geometry and textures..
Sure, but its not constantly changing as is the case with 100+ mobile
objects and/or avatars.
>
>> Of course, custom textures aren't allowed, nor are arbitrary objects,
>> but from what I've heard, there are few places where 100+ avatars
>> congregate in 2nd Life, so the demands on the system are entirely
>> different. If 100+ people added arbitrary objects and textures to the
>> same local area, I'm pretty sure that 2nd Life's lag would be worse
>> than the first day that the Bazar went live in Luclin if you were
>> there for that (not to mention the day that the Ahn Qi'raj portal
>> opened in WoW).
>
> The entire Second Life world is arbitrary objects, essentially. How
> many you have within your field of view depends on your settings, among
> other things. You can potentially get a very large number in your field
> of view, if you're looking from a high place. (And since avatars can
> fly, that's not uncommon.)
I suspect that there is a way of scaling how much info is sent to each
2nd Life client based on how far away an object is. Is there only one
geometric description per object? Even if so, there could be some
attempt made on the server-side at scaling the info automatically.
>
>>> [snip]
>>>
>>>>>>> Sure. Just don't expect people to use this kind of thing as a
>>>>>>> substitute
>>>>>>> for web browsing.
>>>>>> For some kinds of browsing, it might be more efficient.
>>>>> For browsing based on *actual* geography, e.g. finding content related
>>>>> to specific real-world locations, it's useful.
>>>>>
>>>>> That's about it.
>>>> That YOU can think of. There are countless ways of organizing data and
>>>> meta-data that neither of us have thought of. Some efficient ones might
>>>> lend themselves to a Google-Earth-like system. Or perhaps not. I just
>>>> remember Andy Grove's alleged corollary to Moore's Law: "...and every
>>>> two years people come up with stuff to do with it you never imagined was
>>>> possible."
>>> OK, but people have been going on about this stuff for a decade now, and
>>> nobody appears to have come up with anything particularly useful.
>> Have you seen what passes for tools for some of this stuff? Its
>> pathetic. Creative types don't want to learn programming languages or
>> the GUI equivalent to create something.
>
> Yes. But my argument is that the tools are so primitive, even after all
> these years, primarily because nobody can really think of anything much
> that would create demand significant to justify the investment
> requirement to make them better.
>
It's a chicken and egg thing. Up until recently, the highest-end movie
studio 3D packages cost as much as $60,000 (e.g. Maya Unlimited). Now,
you can get a student version for less than $400. Those packages were
around for YEARS but no-one was posting homemade 3D animations on the
net using them, so non-professionals must not have had any ideas, eh?
Now, Youtube has over 11,000 entries for "3d animation."
http://www.youtube.com/results?search_query=3d+animation&search=Search
As the tools become cheaper and easier to use, you will see more stuff
made using them. |
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Since: Feb 05, 2006 Posts: 97
|
(Msg. 22) Posted: Sun Dec 31, 2006 1:54 am
Post subject: Re: Convergence for iTunes/iPod/iLife/iTV: MPEG-4 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <pQBlh.4329$hr3.4315@newsfe24.lga>,
Lawson English <LawsonE.TakeThisOut@nowhere.none> wrote:
> ZnU wrote:
> > In article <3xolh.21733$4w4.3033@newsfe13.lga>,
> > Lawson English <LawsonE.TakeThisOut@nowhere.none> wrote:
> >
> >> ZnU wrote:
> >>> In article <Whmlh.18834$9e.1446@newsfe20.lga>,
> >>> Lawson English <LawsonE.TakeThisOut@nowhere.none> wrote:
> >>>
> >>>> ZnU wrote:
> >>>>> In article <OrWkh.162$_44.119@newsfe23.lga>,
> >>>>> Lawson English <LawsonE.TakeThisOut@nowhere.none> wrote:
> >>>>>
> >>>>>> ZnU wrote:
> >>>>>>> In article <u9Ukh.30282$Rj.15756@newsfe19.lga>,
> >>>>>>> Lawson English <LawsonE.TakeThisOut@nowhere.none> wrote:
> >>>>>>>
> >>>>>>>> ZnU wrote:
> >>>>>>>>> In article <VsCkh.30059$Rj.10342@newsfe19.lga>,
> >>>>>>>>> Lawson English <LawsonE.TakeThisOut@nowhere.none> wrote:
> >>>>>>>>>
> >>>>>>>> [...]
> >>>>>>>>>> For some stuff, keyboards are essential. But for other stuff,
> >>>>>>>>>> console-level controllers (which are getting more sophisticated
> >>>>>>>>>> all
> >>>>>>>>>> the
> >>>>>>>>>> time--look at the wii wand controllers), will be quite adequate.
> >>>>>>>>> For anything involving interacting with other humans at a level
> >>>>>>>>> beyond
> >>>>>>>>> shooting at them, keyboards are necessary. At least until voice
> >>>>>>>>> chat
> >>>>>>>>> is
> >>>>>>>>> pervasive in interactive environments.
> >>>>>>>> iChat conferencing apparently already uses H.264 compression. It
> >>>>>>>> should
> >>>>>>>> be possible to limit which voices are sent to which person in a
> >>>>>>>> conferencing chat based on how far away someone is within the VR
> >>>>>>>> world
> >>>>>>>> so bandwidth issues and whatever else might look like a potential
> >>>>>>>> issue
> >>>>>>>> here isn't really.
> >>>>>>> Probably for WoW-type games where most of the content is stored
> >>>>>>> locally
> >>>>>>> this is true. For Second Life type environments, where geometry and
> >>>>>>> textures get streamed, bandwidth is going to still be an issue for a
> >>>>>>> while.
> >>>>>>>
> >>>>>> So no content is stored on the client side?
> >>>>> There's a local cache, but it never contains more than a tiny fraction
> >>>>> of the world at any given time.
> >>>> That actually seems inefficient. Unless a "default" world is built into
> >>>> the graphics engine...
> >>> The world is huge, and allows users to construct arbitrary objects and
> >>> upload arbitrary textures. So, it's not like WoW, where you only have to
> >>> download new data when Blizzard changes something, which doesn't happen
> >>> that often.
> >> Eh. Even within EQ and WoW, there's a huge amount of content that is
> >> continually being updated: the locations of all the MOBs and players.
> >
> > Sure, but this stuff is comparatively tiny, compared with all the
> > geometry and textures..
>
> Sure, but its not constantly changing as is the case with 100+ mobile
> objects and/or avatars.
It is constantly changing if you're moving around.
[snip]
> >>> OK, but people have been going on about this stuff for a decade now, and
> >>> nobody appears to have come up with anything particularly useful.
> >> Have you seen what passes for tools for some of this stuff? Its
> >> pathetic. Creative types don't want to learn programming languages or
> >> the GUI equivalent to create something.
> >
> > Yes. But my argument is that the tools are so primitive, even after all
> > these years, primarily because nobody can really think of anything much
> > that would create demand significant to justify the investment
> > requirement to make them better.
> >
>
> It's a chicken and egg thing. Up until recently, the highest-end movie
> studio 3D packages cost as much as $60,000 (e.g. Maya Unlimited). Now,
> you can get a student version for less than $400. Those packages were
> around for YEARS but no-one was posting homemade 3D animations on the
> net using them, so non-professionals must not have had any ideas, eh?
>
> Now, Youtube has over 11,000 entries for "3d animation."
>
> http://www.youtube.com/results?search_query=3d+animation&search=Search
>
> As the tools become cheaper and easier to use, you will see more stuff
> made using them.
Which might be really interesting if I'd been saying there was no large
market for 3D animation software or computer-generated animation. But of
course I haven't been saying that. I've been saying there's no large
market for distributing 3D content *as* 3D content[1]. This has nothing
to do with the market for things like, say, Pixar movies, which happen
to be creating using 3D animation tools.
[1] Except the video game market, of course.
--
"That's George Washington, the first president, of course. The interesting thing
about him is that I read three‹three or four books about him last year. Isn't
that interesting?"
- George W. Bush to reporter Kai Diekmann, May 5, 2006 |
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Since: Sep 05, 2006 Posts: 34
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(Msg. 23) Posted: Sun Dec 31, 2006 12:11 pm
Post subject: Re: Convergence for iTunes/iPod/iLife/iTV: MPEG-4 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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ZnU wrote:
> In article <pQBlh.4329$hr3.4315@newsfe24.lga>,
> Lawson English <LawsonE DeleteThis @nowhere.none> wrote:
>
>> ZnU wrote:
[...].
>>>> Eh. Even within EQ and WoW, there's a huge amount of content that is
>>>> continually being updated: the locations of all the MOBs and players.
>>> Sure, but this stuff is comparatively tiny, compared with all the
>>> geometry and textures..
>> Sure, but its not constantly changing as is the case with 100+ mobile
>> objects and/or avatars.
>
> It is constantly changing if you're moving around.
All the arbitrary objects are moving around constantly? The buildings
never stand still?
[...]
>> As the tools become cheaper and easier to use, you will see more stuff
>> made using them.
>
> Which might be really interesting if I'd been saying there was no large
> market for 3D animation software or computer-generated animation. But of
> course I haven't been saying that. I've been saying there's no large
> market for distributing 3D content *as* 3D content[1]. This has nothing
> to do with the market for things like, say, Pixar movies, which happen
> to be creating using 3D animation tools.
>
> [1] Except the video game market, of course.
>
My point is that there was no large market for distributed 3D animation
until the price of the tools came down. Right now, I can't even PLAY
MPEG-4 content letalone create it, because none of the experimental
tools are available on the Mac save as relatively complex open source
distributions that I have to get working. If the tools were widely
available, and reasonably easy to use, AND there were widely available
and easy-to-use MPEG-4 players (beyond the Extended Simple profile that
QuickTime implements), you would obviously see more MPEG-4 content. How
much more, who can say? But right now, you don't see ANY, unless you go
to the trouble of downloading GPAC or purchase some pretty darned
expensive commercial solution. |
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Since: Feb 05, 2006 Posts: 97
|
(Msg. 24) Posted: Sun Dec 31, 2006 5:50 pm
Post subject: Re: Convergence for iTunes/iPod/iLife/iTV: MPEG-4 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <pXTlh.80561$V34.76314@newsfe17.lga>,
Lawson English <LawsonE RemoveThis @nowhere.none> wrote:
> ZnU wrote:
> > In article <pQBlh.4329$hr3.4315@newsfe24.lga>,
> > Lawson English <LawsonE RemoveThis @nowhere.none> wrote:
> >
> >> ZnU wrote:
> [...].
> >>>> Eh. Even within EQ and WoW, there's a huge amount of content
> >>>> that is continually being updated: the locations of all the MOBs
> >>>> and players.
> >>> Sure, but this stuff is comparatively tiny, compared with all the
> >>> geometry and textures..
> >> Sure, but its not constantly changing as is the case with 100+
> >> mobile objects and/or avatars.
> >
> > It is constantly changing if you're moving around.
>
> All the arbitrary objects are moving around constantly? The buildings
> never stand still?
Position data is really pretty trivial to send.
> >> As the tools become cheaper and easier to use, you will see more
> >> stuff made using them.
> >
> > Which might be really interesting if I'd been saying there was no
> > large market for 3D animation software or computer-generated
> > animation. But of course I haven't been saying that. I've been
> > saying there's no large market for distributing 3D content *as* 3D
> > content[1]. This has nothing to do with the market for things like,
> > say, Pixar movies, which happen to be creating using 3D animation
> > tools.
> >
> > [1] Except the video game market, of course.
>
> My point is that there was no large market for distributed 3D
> animation until the price of the tools came down.
Uh. But there was.
> Right now, I can't even PLAY MPEG-4 content letalone create it,
> because none of the experimental tools are available on the Mac save
> as relatively complex open source distributions that I have to get
> working. If the tools were widely available, and reasonably easy to
> use, AND there were widely available and easy-to-use MPEG-4 players
> (beyond the Extended Simple profile that QuickTime implements), you
> would obviously see more MPEG-4 content. How much more, who can say?
> But right now, you don't see ANY, unless you go to the trouble of
> downloading GPAC or purchase some pretty darned expensive commercial
> solution.
We're going in circles here. As I've pointed out several times, during
the time VRML and similar have been stagnating, other technologies have
got from non-existent to industry-standard. These things do actually
happen. But only if there's demand.
--
"That's George Washington, the first president, of course. The interesting thing
about him is that I read three‹three or four books about him last year. Isn't
that interesting?"
- George W. Bush to reporter Kai Diekmann, May 5, 2006 |
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External

Since: Sep 05, 2006 Posts: 34
|
(Msg. 25) Posted: Sun Dec 31, 2006 5:50 pm
Post subject: Re: Convergence for iTunes/iPod/iLife/iTV: MPEG-4 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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ZnU wrote:
> In article <pXTlh.80561$V34.76314@newsfe17.lga>,
> Lawson English <LawsonE DeleteThis @nowhere.none> wrote:
>
>> ZnU wrote:
>>> In article <pQBlh.4329$hr3.4315@newsfe24.lga>,
>>> Lawson English <LawsonE DeleteThis @nowhere.none> wrote:
>>>
>>>> ZnU wrote:
>> [...].
>>>>>> Eh. Even within EQ and WoW, there's a huge amount of content
>>>>>> that is continually being updated: the locations of all the MOBs
>>>>>> and players.
>>>>> Sure, but this stuff is comparatively tiny, compared with all the
>>>>> geometry and textures..
>>>> Sure, but its not constantly changing as is the case with 100+
>>>> mobile objects and/or avatars.
>>> It is constantly changing if you're moving around.
>> All the arbitrary objects are moving around constantly? The buildings
>> never stand still?
>
> Position data is really pretty trivial to send.
>
>>>> As the tools become cheaper and easier to use, you will see more
>>>> stuff made using them.
>>> Which might be really interesting if I'd been saying there was no
>>> large market for 3D animation software or computer-generated
>>> animation. But of course I haven't been saying that. I've been
>>> saying there's no large market for distributing 3D content *as* 3D
>>> content[1]. This has nothing to do with the market for things like,
>>> say, Pixar movies, which happen to be creating using 3D animation
>>> tools.
>>>
>>> [1] Except the video game market, of course.
>> My point is that there was no large market for distributed 3D
>> animation until the price of the tools came down.
>
> Uh. But there was.
>
Made by home users? I must have missed that.
>> Right now, I can't even PLAY MPEG-4 content letalone create it,
>> because none of the experimental tools are available on the Mac save
>> as relatively complex open source distributions that I have to get
>> working. If the tools were widely available, and reasonably easy to
>> use, AND there were widely available and easy-to-use MPEG-4 players
>> (beyond the Extended Simple profile that QuickTime implements), you
>> would obviously see more MPEG-4 content. How much more, who can say?
>> But right now, you don't see ANY, unless you go to the trouble of
>> downloading GPAC or purchase some pretty darned expensive commercial
>> solution.
>
> We're going in circles here. As I've pointed out several times, during
> the time VRML and similar have been stagnating, other technologies have
> got from non-existent to industry-standard. These things do actually
> happen. But only if there's demand.
>
3D technology is actually changing far faster than 2D. What seemed
potentially useful 10 years ago has been completely superseded since
then. 3D tools 10 years ago were even more primitive than they are now. Etc.
You may be correct that there is not and will possibly never be a demand
for x3d/MPEG-4 VR-streaming, but you can't base that assumption on
recent history. Things have changed far too much, far too fast in the
field. Moore's Law for CPUs works out to a doubling of speed every 18
months. Moore's Law for GPU's works out to a doubling of speed every 6
months. Video cards 10 years ago were barely beyond simple
frame-buffers. Video cards now are, in many ways, more powerful than the
CPUs that support them. |
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Since: Sep 05, 2006 Posts: 34
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(Msg. 26) Posted: Mon Jan 01, 2007 12:08 pm
Post subject: Re: Convergence for iTunes/iPod/iLife/iTV: MPEG-4 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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As is often the case, I pontificate without knowing the facts. I assumed
that Apple's support of H.264, the MPEG-4 video compression format,
would somehow give them a leg up on supporting other MPEG-4 features. In
fact, H.264 is an *alternative* to "MPEG-4 Visual," which describes all
the nifty features that I have been touting in this thread.
In other words, Apple doesn't support that aspect of MPEG-4 any better
than anyone else, so aside from their experience with QuickTIme, they
aren't in any better position to support these features in iTV as MS is
in THEIR settop box or console.
A ray of hope: Apple is transitioning QT away from the old GWorlds
drawing context to "virtual contexts," including an OpenGL-based
context. This would be (I think) an important step to facilitate
QuickTime support for MPEG-4 Visual-like features such as interactive 3D
VR so perhaps Apple IS heading in this direction in the long-run.
Whether or not iTV would ever display such QT or MPEG-4 movies is
another question, of course.
Lawson English wrote:
> I was recently in an argument/discussion with someone about the most
> important new features of MPEG-4. As far as he was concerned, it was the
> new compression capabilities as no-one was using the bells and whistles.
>
> Then it dawned on me: Apple has positioned itself to be THE premier
> provider of tools for MPEG-4 production AND playback...
>
> When iTV is released, depending on how it is designed, you could have
> the perfect MPEG-4 settop player, capable of playing normal iTune
> movies and TV shows as well as special MPEG-4 files with a substantial
> subset of the MPEG-4 bells and whistles added.
>
> With a simultaneous release of a new version of iTunes to support MPEG-4
> features AND a version of iLife that allows content-creation or even
> content addition to existing iTune content using those features, Apple
> could create a compelling reason to own iTV AND a Mac.
>
> It all depends on several issues: how upgradeable is the OS of iTV, what
> kind of user interface controls will be available, and whether anyone at
> Apple believes supporting MPEG-4 features would be a compelling reason
> to buy iTV or to upgrade iLife. Obviously, the fact that iLife is
> Mac-only is an important plus for Apple. There could even be a reason to
> include an "iShake" application in an iTV-ready iLife (see page 7 in the
> pdf below).
>
>
> Here's a summary of features of MPEG-4 that might be doable with iTV .
> iTunes + iLife + iTV could be THE killer combo for MPEG-4. If iTV caught
> on in a big way, cable-providers might start selling MPEG-4-based
> advertising for playback through iTV. Scary.
>
>
> http://www.bbc.co.uk/rd/pubs/presentations/pdffiles/mpeg4gat.pdf |
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Since: Feb 05, 2006 Posts: 97
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(Msg. 27) Posted: Tue Jan 02, 2007 5:36 am
Post subject: Re: Convergence for iTunes/iPod/iLife/iTV: MPEG-4 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <8RXlh.4454$hr3.1237@newsfe24.lga>,
Lawson English <LawsonE RemoveThis @nowhere.none> wrote:
> ZnU wrote:
> > In article <pXTlh.80561$V34.76314@newsfe17.lga>,
> > Lawson English <LawsonE RemoveThis @nowhere.none> wrote:
> >
> >> ZnU wrote:
> >>> In article <pQBlh.4329$hr3.4315@newsfe24.lga>,
> >>> Lawson English <LawsonE RemoveThis @nowhere.none> wrote:
> >>>
> >>>> ZnU wrote:
> >> [...].
> >>>>>> Eh. Even within EQ and WoW, there's a huge amount of content
> >>>>>> that is continually being updated: the locations of all the MOBs
> >>>>>> and players.
> >>>>> Sure, but this stuff is comparatively tiny, compared with all the
> >>>>> geometry and textures..
> >>>> Sure, but its not constantly changing as is the case with 100+
> >>>> mobile objects and/or avatars.
> >>> It is constantly changing if you're moving around.
> >> All the arbitrary objects are moving around constantly? The buildings
> >> never stand still?
> >
> > Position data is really pretty trivial to send.
> >
> >>>> As the tools become cheaper and easier to use, you will see more
> >>>> stuff made using them.
> >>> Which might be really interesting if I'd been saying there was no
> >>> large market for 3D animation software or computer-generated
> >>> animation. But of course I haven't been saying that. I've been
> >>> saying there's no large market for distributing 3D content *as* 3D
> >>> content[1]. This has nothing to do with the market for things like,
> >>> say, Pixar movies, which happen to be creating using 3D animation
> >>> tools.
> >>>
> >>> [1] Except the video game market, of course.
> >> My point is that there was no large market for distributed 3D
> >> animation until the price of the tools came down.
> >
> > Uh. But there was.
> >
>
> Made by home users? I must have missed that.
Sometimes made by home users. More often made by e.g. Pixar. This is how
these things often work -- the guys with the deep pockets and the
technical know-how pioneer things, and then everyone gets on board later.
Notably, we're not seeing the guys with the deep pockets and the
technical know-how caring much about creating X3D content.
> >> Right now, I can't even PLAY MPEG-4 content letalone create it,
> >> because none of the experimental tools are available on the Mac save
> >> as relatively complex open source distributions that I have to get
> >> working. If the tools were widely available, and reasonably easy to
> >> use, AND there were widely available and easy-to-use MPEG-4 players
> >> (beyond the Extended Simple profile that QuickTime implements), you
> >> would obviously see more MPEG-4 content. How much more, who can say?
> >> But right now, you don't see ANY, unless you go to the trouble of
> >> downloading GPAC or purchase some pretty darned expensive commercial
> >> solution.
> >
> > We're going in circles here. As I've pointed out several times, during
> > the time VRML and similar have been stagnating, other technologies have
> > got from non-existent to industry-standard. These things do actually
> > happen. But only if there's demand.
> >
>
> 3D technology is actually changing far faster than 2D. What seemed
> potentially useful 10 years ago has been completely superseded since
> then. 3D tools 10 years ago were even more primitive than they are now. Etc.
>
> You may be correct that there is not and will possibly never be a demand
> for x3d/MPEG-4 VR-streaming, but you can't base that assumption on
> recent history. Things have changed far too much, far too fast in the
> field. Moore's Law for CPUs works out to a doubling of speed every 18
> months. Moore's Law for GPU's works out to a doubling of speed every 6
> months. Video cards 10 years ago were barely beyond simple
> frame-buffers. Video cards now are, in many ways, more powerful than the
> CPUs that support them.
The VRML use cases don't become any more compelling when you add higher
resolution textures and more polygons, though.
--
"That's George Washington, the first president, of course. The interesting thing
about him is that I read three‹three or four books about him last year. Isn't
that interesting?"
- George W. Bush to reporter Kai Diekmann, May 5, 2006 |
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Since: Sep 05, 2006 Posts: 34
|
(Msg. 28) Posted: Tue Jan 02, 2007 5:36 am
Post subject: Re: Convergence for iTunes/iPod/iLife/iTV: MPEG-4 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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ZnU wrote:
> In article <8RXlh.4454$hr3.1237@newsfe24.lga>,
> Lawson English <LawsonE RemoveThis @nowhere.none> wrote:
>
>> ZnU wrote:
>>> In article <pXTlh.80561$V34.76314@newsfe17.lga>,
>>> Lawson English <LawsonE RemoveThis @nowhere.none> wrote:
>>>
>>>> ZnU wrote:
>>>>> In article <pQBlh.4329$hr3.4315@newsfe24.lga>,
>>>>> Lawson English <LawsonE RemoveThis @nowhere.none> wrote:
>>>>>
>>>>>> ZnU wrote:
>>>> [...].
>>>>>>>> Eh. Even within EQ and WoW, there's a huge amount of content
>>>>>>>> that is continually being updated: the locations of all the MOBs
>>>>>>>> and players.
>>>>>>> Sure, but this stuff is comparatively tiny, compared with all the
>>>>>>> geometry and textures..
>>>>>> Sure, but its not constantly changing as is the case with 100+
>>>>>> mobile objects and/or avatars.
>>>>> It is constantly changing if you're moving around.
>>>> All the arbitrary objects are moving around constantly? The buildings
>>>> never stand still?
>>> Position data is really pretty trivial to send.
>>>
>>>>>> As the tools become cheaper and easier to use, you will see more
>>>>>> stuff made using them.
>>>>> Which might be really interesting if I'd been saying there was no
>>>>> large market for 3D animation software or computer-generated
>>>>> animation. But of course I haven't been saying that. I've been
>>>>> saying there's no large market for distributing 3D content *as* 3D
>>>>> content[1]. This has nothing to do with the market for things like,
>>>>> say, Pixar movies, which happen to be creating using 3D animation
>>>>> tools.
>>>>>
>>>>> [1] Except the video game market, of course.
>>>> My point is that there was no large market for distributed 3D
>>>> animation until the price of the tools came down.
>>> Uh. But there was.
>>>
>> Made by home users? I must have missed that.
>
> Sometimes made by home users. More often made by e.g. Pixar. This is how
> these things often work -- the guys with the deep pockets and the
> technical know-how pioneer things, and then everyone gets on board later.
>
> Notably, we're not seeing the guys with the deep pockets and the
> technical know-how caring much about creating X3D content.
Where's the big bucks for such companies?
>
>>>> Right now, I can't even PLAY MPEG-4 content letalone create it,
>>>> because none of the experimental tools are available on the Mac save
>>>> as relatively complex open source distributions that I have to get
>>>> working. If the tools were widely available, and reasonably easy to
>>>> use, AND there were widely available and easy-to-use MPEG-4 players
>>>> (beyond the Extended Simple profile that QuickTime implements), you
>>>> would obviously see more MPEG-4 content. How much more, who can say?
>>>> But right now, you don't see ANY, unless you go to the trouble of
>>>> downloading GPAC or purchase some pretty darned expensive commercial
>>>> solution.
>>> We're going in circles here. As I've pointed out several times, during
>>> the time VRML and similar have been stagnating, other technologies have
>>> got from non-existent to industry-standard. These things do actually
>>> happen. But only if there's demand.
>>>
>> 3D technology is actually changing far faster than 2D. What seemed
>> potentially useful 10 years ago has been completely superseded since
>> then. 3D tools 10 years ago were even more primitive than they are now. Etc.
>>
>> You may be correct that there is not and will possibly never be a demand
>> for x3d/MPEG-4 VR-streaming, but you can't base that assumption on
>> recent history. Things have changed far too much, far too fast in the
>> field. Moore's Law for CPUs works out to a doubling of speed every 18
>> months. Moore's Law for GPU's works out to a doubling of speed every 6
>> months. Video cards 10 years ago were barely beyond simple
>> frame-buffers. Video cards now are, in many ways, more powerful than the
>> CPUs that support them.
>
> The VRML use cases don't become any more compelling when you add higher
> resolution textures and more polygons, though.
>
Combined with faster streaming, I think there is a use. Afterall, would
ID have created its own graphics engine for Doom if OpenGL on high-end
video cards had been available? Likewise, when the hardware and
connections become fast enough, VR worlds based on X3D should become
useable. |
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