Yeah, not only the huge required jump in raw fill rate, but to get the most out of a 4K TV you need higher detail models and textures and that means you also need a huge jump in VRAM, which never materialised.
The typical use case is probably much more like deciding which station within half a mile of home is cheapest, and that could easily be a variance of 5p or more.
I want Teams to show me the dollar cost of meetings. Enter an approximation of the average salary for people involved in the meeting, multiplied by the number of people in the meeting, and broadcast the cost ticking up every second to every person in the meeting.
I don’t think anything else will be ans effective at reducing the number of meetings, reducing the length of meetings and reducing the number of people who are late to meetings.
Okay, but only if this is balanced by accounting for the cost of IC engineers’ solo time too. Sometimes it does feel like meetings waste a lot of time/money quickly, but I’ve also watched people burn money by not having meetings and going the wrong direction for weeks, watched teams over-engineer the crap out of features nobody asked for, watched people tear out huge swaths of working code they just didn’t like and waste years re-implementing it, only to have it be buggier for a few years and then end up with basic design flaws, sometimes the same ones as before, and sometimes new ones…
A blanket force to reduce meetings isn’t quite the right incentive; we need incentives to have the right amount of meetings and to make them more effective. The right amount of meetings is probably always going to be more than ICs want, and less than managers want. But if you have any reliable ways to make that happen, to keep meetings effective, that’s gold. Charge money for that knowledge and consult, or become a CEO, either way you’ll get rich!
I've worked a place that tried it. It does nothing. It's a random number that nobody cares about. Everyone quickly concludes that running a company is expensive and gets used to that. It's not their money, after all. They don't get to spend the saved money on a fancy lunch or something. It's just more money going into the pockets of owners/investors.
People have meetings because there's a need for a decision that requires conversation, and they're often late because they're coming from other meetings that ran late because they were having difficulty coming to a decision. Awareness of cost doesn't affect these at all. The decisions still need to happen.
It’s easy to see that the surface of the earth is a ball - or at least a curved surface - simply by going to the seaside and watching ships dip below the horizon before they fully disappear.
The ancient Greeks proved it was a ball and measured the dimensions of it using mathematics, but the concept of a curved earth was known to seafarers long before that.
Their concern was that one person in a squad loading on HDD could slow down the level loading for all players in a squad, even if they used a SSD, so they used a very normal and time-tested optimisation technique to prevent that.
It was a choice, not an oversight. They actively optimised for HDD users, because they believed that failing to do so could impact load times for both SSD and HDD users. There was no speed penalty in doing so for SSD users, just a disk usage penalty.
Helldivers II was also much smaller at launch than it is now. It was almost certainly a good choice at launch.
You make a million decisions in the beginning of every project. I'm certain they made the choice to do this "optimization" at an early point (or even incidentally copied the choice over from an earlier project) at a stage where the disk footprint was small (a game being 7GB when it could've been 1GB doesn't exactly set off alarm bells).
Then they just didn't reconsider the choice until, well, now.
Even at the end of development it’s a sensible choice. It’s the default strategy for catering to machines with slow disk access. The risk of some players experiencing slow load times is catastrophic at launch. In absence of solid user data, it’s a fine assumption to make.
The first impression matters is the thing. This was John Carmacks idea on how to sell interlacing to smartphone display makers for VR: the upsell he had was that there's one very important moment when a consumer sees a new phone: they pick it up, open something and flick it and that scroll effect better be a silky smooth 60 FPS or more or there's trouble. (His argument was making that better would be a side effect of what he really wanted).
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