I have the utmost respect for each of these developers. I must say I think they’re mostly incorrect in their assessments of why the Dreamcast failed. The Dreamcast’s ultimate failure had so little to do with the way Sega handled the Dreamcast. Sega and their third party affiliates such as Namco and Capcom put out so many games of such stellar quality, that the Dreamcast won over a generation of gamers who had previously been diehard Nintendo or Sony fans. They even won me over, who had been a diehard Sega fan since the SMS days, but was so disillusioned by the Saturn’s handling that I had initially decided to sit the Dreamcast out. At that time, the Dreamcast launch was widely considered to be the strongest console launch in US history. In my opinion, the three issues leading to the fall of the Dreamcast were (in inverse order):1)piracy, 2)Sega’s great deficit of finances and cachet following the Saturn debacle, and 3)Sony’s masterful marketing of the PlayStation 2. Piracy’s effect on Dreamcast sales is a hotly debated topic, but I’ll say that the turn of the millennium, most college and post-college guys I knew pirated every bit of music or software they could. Regarding the Saturn debacle, the infighting between SOA and SOJ is well known, as are the number of hubristic decisions Mr. Nakayama made which left Sega in huge financial deficit. They were also directly responsible for erasing a lot of the respect and good will Sega had chiseled out worldwide during the Mega Drive/Genesis era. With the Dreamcast, Sega was digging itself out of a hole. They had seemingly done it as well, and would have surely continued along that path, had it not been for the PS2. There is no doubt in my mind that the overwhelming reason the Dreamcast failed was because of the PS2.
Great stuff Fran!
What the hell are you saying? I can't make sense of it.
The Meshroom team have revealed Meshroom 2019.1, the first major update to the open-source photogrammetry software. The update is said to improve the speed and quality of mesh generation, add support for source images captured using projected light patterns, and remove the need for an Nvidia GPU.
- 3D Viewer: Load and compare multiple assets with cache mechanism and improved navigation
- Display camera intrinsic information extracted from metadata analysis
- Easier access to a more complete sensor database with a more reliable camera model matching algorithm.
- Attribute Editor: Hide advanced/experimental parameters by default to improve readability and simplify access to the most useful, high-level settings. Advanced users can still enable them to have full access to internal thresholds.
- Graph Editor: Improved set of contextual tools.
- Nodes: Homogenization of inputs/outputs parameters
- Meshing: Better, faster and configurable estimation of the space to reconstruct based on the sparse point cloud. Favors high-density areas and helps to remove badly defined ones.
- Draft Meshing (no CUDA required): the result of the sparse reconstruction can now be directly meshed to get a 3D model preview without computing the depth maps.
- MeshFiltering: Now keeps all reconstructed parts by default.
- StructureFromMotion: Add support for rig of cameras
- Support for reconstruction with projected light patterns and texturing with another set of images
You can get more details here.
The goal of the ClearCut courses is to teach you a solid workflow that is used in the AAA game industry. The first episode covers the process of creating an AAA fire hydrant from start to finish.
Any future updates are included and will be available for download in case they are released. Next episodes are not included.