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It'll happen regardless, as of now the public internet infrastructure still isn't fast enough to be comparable to local rendering, cloud gaming needs to deliver >50mbps bandwidth at sub 16ms latency.

I wonder if there is some hybrid where the graphics rendering and input processing happens on device but the brains of the game live on the server.

At this point, code might be less valuable than art assets.

Considering the economics, the graphics rendering would have to be shifted to the server too and output as video


The clock is ticking even for that. We're not far off from anything being able to be copied, including streaming only games. If it can be observed, a reasonable facsimile can be created. The reasonableness will increase over time.

Gacha games do this, e.g. Genshin Impact. When you turn off your internet while playing a lot of game logic fails (e.g. damage calculation) before it tries to reconnect.

Any MMORPG?

The historical baggage is so heavy I don't think anyone can realistically throw it away, so what we'll end up getting are almost certainly incremental improvements to existing foundations.

Advantage of commitment and integration. Apple doesn't need to worry about critical vendors not cooperating because sticking with x86 is less risky.


Apple didn't have to worry about that when they supported cross-industry standardization efforts. The only reason dGPUs are broken on macOS is because of Apple's software choices.


You sound very ridiculous. Why is Apple obligated? to follow Nvidia? or AMD? or Microsoft for that matter?

Intel said no to designing iPhone chips, IBM and Motorola couldn’t see a future of faster/better chips to meet the demands of future tech devices, Apple with that crazy CEO, Steve Jobs? Had to go it alone and the rest is history.

The Apple Silicon design group appears to be on a roll. What next? Bringing memory in house? I think they will. Because that will be the only way they can build the devices they want to build at a reasonable price going forward.

Before you yell no what is it about the last 28 years have you missed? They seem to be able to execute long-range projects when it comes to hardware and software in comparison to their tech peers, looking forward to the M7 ultra, in-house memory and the C3 modem.


I didn't say they were obligated. I just said that they didn't have these problems when Apple was a cooperative member of industry-spanning consortium efforts.

> What next? Bringing memory in house? I think they will.

It's okay to say that you don't know anything about chip fabrication, instead of making silly assumptions like this.


Sadly, even interfaces that do support keyboard navigation tend to implement it poorly. Microsoft Office is probably the gold standard here, almost everything can be navigated using mnemonics, all keypresses are buffered and the user seldom needs more than 5 presses to get anywhere.


Tech debt, primarily. Flatpak is designed to be able to package apps not designed with it in mind.

If neither compatibility nor resources are of concern then integrating true Mandatory Access Control into both the UX and the entire tech stack would be the best way forward.


Source uses licenced middleware such as Havok so SDKs are likely all we're going to get officially. Source 2 might be a different story if HL3 releases one day since Valve replaced audio and physics with in-house technologies.


That’s kind of the goal of S&Box, no?

https://sbox.game


I thought the point of s&box was to make a very profitable micro transaction marketplace.


Is literally invoking the havok api protected by licensing?


Yep, IIRC Havok’s licensing explicitly disallows redistribution of their technology, including headers and pre-compiled binaries.

Source 1 is a good example here, where licensees of source need to also obtain a havok license before Valve can give them any code.


Surely this works against Havoc's best interest, right? Unless their actual value is simply decent api design....


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