Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!uwm.edu!ogicse!cs.uoregon.edu!ns.uoregon.edu!milton!hlab From: andersen!tsarver@uunet.UU.NET (Tom Sarver) Newsgroups: sci.virtual-worlds Subject: Re: Hardware and VR (Was Re: Cray-Connection etc.) Message-ID: <1991Apr4.171610.17772@milton.u.washington.edu> Date: 4 Apr 91 16:28:26 GMT Sender: hlab@milton.u.washington.edu (Human Int. Technology Lab) Organization: Human Interface Technology Lab, Univ. of Wash., Seattle. Lines: 52 Approved: cyberoid@milton.u.washington.edu It seems that the hardware has limited what we think we should be able to create in VR. What about a software architecture which allows plug-and-play copmonents to be implemented on varying levels of machines for varying levels of quality? What I'm suggesting is an analogy to the HDTV strategy of broadcasting in the highest quality possible, but selling HDTV receivers which can produce varying levels of quality. Here, the single, expensive component (the broadcaster) is sending to another component (the receiver) implemented on (at least) two different "platforms." Each receiver will "implement" some subset of the message, where the higher quality, more expensive receiver will implement a larger subset. The above analogy can be expanded to whole system of components which are talking to each other (basically in a pipeline configuration). This strategy can be implemented in, as I see it, at least two approaches: the standards approach and the real-time-degradation approach (I know these are probably not well named, but the names will serve their purpose). The standards approach (implemented by HDTV, BTW) sets up some standards regarding the message and its contents between two components. One "chooses" the quality level when implementing the standards for a given platform. This is similar to X-windows, where the messages are the same, but each server can have a slightly degraded appearance. For example, fewer colors (or monochrome, or grey-scale), lower resolution, and slower updates are all areas in which quality can degrade without losing the content of the message. The real-time-degradation approach is similar to a real-time system which can give an approximation (as opposed to an accurate answer) when the deadline arrives. In this case the quality level is dynamic, based on the circumstances at a given time. One can see that this approach is much more difficult to implement because one has to have a clear understanding of building approximations and refining them. Do all objects begin life as a collection of spheres and get refined into something more realistic? How can we apply this paradigm to all the components in the architecture? Implications of the whole plug-and-play goal are if you allow graceful degradation, you can lose the sense of "being there." This is where you make the tradeoff between content and form. "Content" is traversing the database, or watching the air flow, or whatever job one is doing within the VR. "Form" relates to how real the environment feels. I don't think the proponent of _Neuromancer_ ever felt like he was walking in the park; the synthetic world felt "real" but still synthetic. He could differetiate between being "jacked in" and not.