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I really really wouldn't answer you, but I will, not for responding to you, but for justifying a point in the face of the public. Consumption of 3D and high-qu
by gkya 11y ago
I really really wouldn't answer you, but I will, not for responding to you, but for justifying a point in the face of the public.
Consumption of 3D and high-quality audio usually requires a fraction of the computing power needed for their production. Their consumption is in the scope of personal use, while their production is in the scope of specialised use.
- coldtea 11y ago>Consumption of 3D and high-quality audio usually requires a fraction of the computing power needed for their production. Their consumption is in the scope of personal use, while their production is in the scope of specialised use. You have in mind 3D movies. We're talking about 3D content -- and spoken about things like 3D games, virtual reality (and VR porn), virtual tourism, interactive stuff etc. This kind of 3D content is rendered on the client and in real time, and with high CPU (well, GPU) needs, down to absolutely demanding the more realistic you make it.
- eropple 11y agoCPU too. Check out the requirements for tracking-based systems like the HTC Vive.