"Recap: the rig takes two Canon DSLRs and spins them around in a circle, capturing a dense light field image. The resulting data, when properly processed, can be rendered with OTOY’s pipeline and delivered to a VR headset with full head tracking. It’s a static scene but OTOY have alluded to future video capture."
cumbersome is only a temporary thing, VR is definitely going to be an enthusiast thing for the next couple of years, but once the form factor/price starts coming down and the content is actually starting to come out at a reasonable rate I can't see it doing anything but exploding.
It's not something you can really understand until you've experienced it first hand, but I think the experience can turn a decent amount of people into enthusiasts.
Mirrors Edge is practically guaranteed to cause nausea unless you have an iron stomach. Doesn't have native VR support and it's a first person platformer. Not to mention the fact the CV versions of the headsets coming out are going to be a LOT less likely to cause motion sickness with the higher refresh rates, better screens and improved SDKs/tracking solutions bringing down latency and hopefully eliminating any judder.
Still, I don't think we'll really be seeing games like Mirrors Edge in VR for a long time, not until we've figured out locomotion that doesn't cause sickness. Things with 1:1 movement (ie the camera never moves unless you move your head) and/or things with static elements to give you a point of reference (like a cockpit, apparently even just having a helmet in your vision giving you a point of reference helps) basically don't make me sick. But if I try to play an FPS for even 10 minutes I come away rather queasy, whereas I can play Elite: Dangerous for hours with only minor discomfort (because I am sitting in a seat in the cockpit of the ship).
I think it's 16 months to transfer every piece of sensor and imaging data back. The article says it takes ~40 minutes to transfer back a losslessly compressed full resolution image from the LORRI scanner
One of the early things I did when I obtained a computer modem was dial into a NASA BBS and download images of planets taken by Voyager. I believe it was at 300bps, although we may have had our 2400bps modem by then.
Fortunately I didn't spend 16 months at it, since we were paying long distance charges and just a couple of pictures of Neptune downloaded over the course of an hour or so cost a relatively ridiculous amount of money.
Still, it makes me feel a kinship with these folks, even if just barely.
Anyone got info on the software/hardware specs and how they approach prioritizing and storage management? We waited a long time for the Apollo code to make it to Github--what better way to rope in the interest of one segment of humanity than getting more eyes on the code?
I imagine that there wasn't time or power to do patches...but if there was, even the mechanics of that would be fascinating.
Has anyone ran across a good discussion around the computational aspects of New Horizons?
I use Neovim as my daily editor, it definitely has it's quirks over Vim (sometimes it takes over 10 seconds to write to certain files, locking up Neovim and there are some bugs with the fuzzy finder I use that cause file corruption that aren't present in Vim) but on the whole it's pretty stable. Haven't encountered any issues yet that are more than a minor annoyance.
It's a third party plugin, it's definitely a Neovim issue because the file corruption doesn't happen with Vim. No idea why it happens. I'm fine living with it because I just check the file back out if it corrupts it. It's only an issue when opening a new file so it doesn't cause work to be lost.
I'm not quite understanding how the component determines whether it should redraw itself in this example. The component gets redrawn when the render function is called (if the data it's passed is different and if the output of the render changes) and the render function gets called when a "swap" event is raised, which is raised when a component updates the app state, but it's not saying "please redraw me now". It's not aware it's getting redrawn, it just happens.
Unless I've mis defined what "letting the component determine it needs to redraw" means in this context.