tag:blogger.com,1999:blog-6950833531562942289.post4005436906470508339..comments2024-03-25T03:36:48.099-07:00Comments on C0DE517E: Ergonomy rantDEADC0DEhttp://www.blogger.com/profile/01477408942876127202noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-6950833531562942289.post-78108921991241921952010-02-26T13:53:21.305-08:002010-02-26T13:53:21.305-08:00asdf: Consider better what you write. I provided l...asdf: Consider better what you write. I provided links to DPReview for the camera uninitiated to understand better.<br /><br />You're missing the point. I never said that there is no quality difference, that would be stupid. I said it's not the MAIN difference.<br /><br />...And actually the 5dMk2 has both more megapixels, and a bigger sensor than the three times more expensive 1D. <br /><br />...And all three of them will deliver more or less the exact same quality, especially at low iso. <br /><br />...And often, the low-end (300d 350d 400d etc) and the next level up (10d 20d 30d...) share exactly the same sensor.DEADC0DEhttps://www.blogger.com/profile/01477408942876127202noreply@blogger.comtag:blogger.com,1999:blog-6950833531562942289.post-27707029903554301502010-02-26T05:11:29.567-08:002010-02-26T05:11:29.567-08:00You are wrong, the prof camera is expected to have...You are wrong, the prof camera is expected to have a better image quality though: its sensor is way larger, so less noise. Megapixels is a tool to fool consumers, like GHz was for CPUs.Unknownhttps://www.blogger.com/profile/00331431671694051917noreply@blogger.comtag:blogger.com,1999:blog-6950833531562942289.post-60770663169649672052010-02-26T00:26:02.092-08:002010-02-26T00:26:02.092-08:00I love your comparisons to taking photos. I own 40...I love your comparisons to taking photos. I own 400D and only recently discovered it's too slow at times (just because I started to think about photography more seriously) even though image quality is more than often satisfactory.<br />I agree that engines like UE are the way to go (even though programmers are not the big fans of it). I work in a company in which a fully working 3D prototype was made in a few days in Unity. I was amazed by this... it's a real click & play (if you remember this funny piece of software) but much more powerful. I also remember working on Unigine which we, programmers hated at times and called it a black box, but for artists and designers working with it was very effective.Anonymoushttps://www.blogger.com/profile/12746925806334085844noreply@blogger.comtag:blogger.com,1999:blog-6950833531562942289.post-22504381589228141542010-02-25T13:26:10.753-08:002010-02-25T13:26:10.753-08:00Mattnewport: Ah! I understand...
But Sigma is no...Mattnewport: Ah! I understand... <br /><br />But Sigma is not the best example, as they reverse engineer the Canon mount, and every new generation of cameras can and sometimes does, break Sigma lenses (they provide a firmaware update... but it's not that easy sometimes).<br /><br />Sigma right now, is the same as rendering tech. You can make stuff like SpeedTreeRT or so, but then it's up to you to connect the thing to every rendering engine you want to support :)<br /><br />It's not such a big hassle as it seems.DEADC0DEhttps://www.blogger.com/profile/01477408942876127202noreply@blogger.comtag:blogger.com,1999:blog-6950833531562942289.post-17513094372419625132010-02-25T11:54:24.675-08:002010-02-25T11:54:24.675-08:00Sorry, the lens analogy was a bit obscure :)
The ...Sorry, the lens analogy was a bit obscure :)<br /><br />The point I was trying to make is that thanks to the standardization of camera technology (standardized Canon lens mounts) a market exists for a company like Sigma to sell high quality lenses that cater to a fairly niche market. You see a somewhat similar phenomenon with small companies (or even one man shops) selling specialized plugins for Photoshop or After Effects thanks to the standardization of the process of shooting photos or making movies.<br /><br />I'd love to be able to do the equivalent of making plugins (or high quality lenses) for the games industry but the technology hasn't matured/settled to the point where it is really feasible.mattnewporthttps://www.blogger.com/profile/05440631594424550647noreply@blogger.comtag:blogger.com,1999:blog-6950833531562942289.post-8446298296147416982010-02-25T11:37:00.227-08:002010-02-25T11:37:00.227-08:00Mattnewport: now, your lens analogy btw went over ...Mattnewport: now, your lens analogy btw went over my head :DDEADC0DEhttps://www.blogger.com/profile/01477408942876127202noreply@blogger.comtag:blogger.com,1999:blog-6950833531562942289.post-5433584189343798492010-02-25T11:36:00.315-08:002010-02-25T11:36:00.315-08:00Mattnewport: I agree. Unreal Engine is artist frie...Mattnewport: I agree. Unreal Engine is artist friendly, and it's robust and proven.<br /><br />If the artists are the main users of the rendering, then it's a wise choice. Of course is limiting in some way, you won't create an Uncharted 2 out of it, but for games like Mass Effect is a wise choice.<br /><br />Again, I would still like to have something that can cater both audiences. There are some engines out there that do that very well BTW.<br /><br />Richard: Refactoring is the only choice. But here I'm not talking about how to achieve a given result, but what we should be building. It's not about engineering, it's about marketing.DEADC0DEhttps://www.blogger.com/profile/01477408942876127202noreply@blogger.comtag:blogger.com,1999:blog-6950833531562942289.post-49635772376987676552010-02-25T02:54:52.552-08:002010-02-25T02:54:52.552-08:00I ranted a similar rant to this just a while back....I ranted a similar rant to this just a while back.<br /><br />http://callofcode.blogspot.com/2010/01/designing-things-very-carefully.html#comments<br /><br />The longer I spend in games development, the more I think we should be spending our time refactoring rather than architecting.fabs();https://www.blogger.com/profile/17815581791732876862noreply@blogger.comtag:blogger.com,1999:blog-6950833531562942289.post-613136942464400482010-02-24T23:51:46.645-08:002010-02-24T23:51:46.645-08:00I think part of the reason the Unreal Engine is so...I think part of the reason the Unreal Engine is so successful is that it offers 'Ergonomy' to artists (and to some extent designers). Most programmers hate the codebase but the artists love the fact that they can use the tools to create without having to keep going to a programmer to beg for some feature. <br /><br />Despite all its flaws UE3 is data driven where it matters and caters to artists in a way that few other game-specific tools manage. As a programmer I'm often horrified about how inefficiently something is implemented but from the artists point of view they've been able to do something that would have required 3 weeks of escalating feature requests under a traditional game development pipeline.<br /><br />Love my Canon XSi by the way, but have just recently discovered the difference a good lens makes. When will games technology mature to the point where I can make a living selling the equivalent of a Sigma 30mm f/1.4?mattnewporthttps://www.blogger.com/profile/05440631594424550647noreply@blogger.com