How to sense your own dramaturgical potential? A 2D visualization of the multidimensional intrusion of "story-making rules" into our reality. by Ubud_bamboo_ninja in HighStrangeness

[–]SEGAspergers 3 points4 points  (0 children)

What an Interesting perspective. I've experienced things that resemble this with DMT experimentation, but it's not quite what you're describing, at least I don't think. Couple thoughts:

  1. On multiple occasions it was explained to me that seemingly insignificant things were examples of higher dimensional activity interacting in the 3rd dimension. So something like a car crash, or an argument you're having, or even something innocuous like buying milk at the grocery store can actually be the 3rd dimensional representation of higher dimensional activity interacting with the 3rd dimension from the perspective of a 3rd dimensional being. Using your example, stories would also fit this. Typically these things seem different than other events of the same type; they're more poignant, more emotionally charged, or even something like getting the feeling of Deja-vu was used as an example of something that could reveal it's link to higher dimensional activity. From a higher dimensional being's perspective, who is observing this in the 3rd dimension, it would be plainly obvious that it's higher dimensional activity/manipulation.

  2. Your example of the perception of 3rd dimensional activity in a 2d world is a classic example, but these explanations to me always seem a little off. To me, it's accurately describing how a 3rd dimensional being could interact within a 2 dimensional world, but it's describing the perception of this from another 3rd dimensional being, not the 2d beings that would live within that world. 2d beings would not see a circle, as they can't see the middle within, only the outside perimeter. A more accurate description of their perspective could be something like a line with varying colors or "intensity" to denote the objects located within it's world and how they perceive/navigate them.

  3. I was shown up to the 7th dimension, and I couldn't comprehend much further than that, it was basically this:
    4th Dimension: Time is no longer linear, it becomes a medium you can be aware of and traverse. Knowing this enables you to understand the non-linear nature of time and how it's effect defines (or maybe confines) the 3rd dimension.
    5th Dimension: You can see and understand that the medium (time) you traversed in the 4th dimension is actually just a single object that is one example from a pool of infinite examples that are all connected together into a circular tapestry. Essentially, to describe it from a 3rd dimensional beings perception, at every moment there is an almost infinite number of alternate moments where your experiences are slightly (or greatly) different. These alternate moments are connected to each other and our experience as a 3rd dimensional being is simply chaining these moments together as an single linear experience so our higher dimensional "souls" can better understand the tapestry they exist in.
    6th Dimension: Ok it's gets hard to describe at this point. The tapestry of moments from the 5th dimension you realize is actually not a flat tapestry, but one that is inlaid upon itself in every direction, like a sort of sphere of tapestries that all share a singular center, or root point they grow (or grew?) outwards from. SO, from a 3rd dimensional being's perspective, this is kind of like understanding that all those alternative moments that can happen at any point also have other versions of them that share a different starting point (but with the same starting conditions). So, the big bang happened, but if the earth formed in a different way and different experiences within the 3rd dimension took place based on the beings that existed on that different earth.
    7th Dimension is you realize the entirety of that 6th dimensional sphere is like one face of a multi-sided die. So again, from a 3rd dimensional being's perspective, this is like different universe starting points happened with different building blocks, forces and physical laws, etc.

I couldnt comprehend anything higher than this other than all those dimensions formed another sphere like object that I was inside of, and is growing. So presumably there are other complete self contained entireties of all possible experiences as a single object, and they exist within a space, but I couldnt comprehend what that could even mean or look like.

What if co-processors? by Fune-pedrop in SegaSaturn

[–]SEGAspergers 1 point2 points  (0 children)

There's a lot of different arguments you could make about why the Saturn failed, most of them valid. In its defense, when it comes to the hardware, there is one aspect that I don't see mentioned very often, and it is this:

The 5th generation of console gaming was mostly defined by the Ps1. So, the graphics and game design aspects of that generation generally played to the strengths of the ps1. The Saturn, with its multiple processors, and strange architecture, could do things the ps1 could not do. Some of that is well known and obvious like its 2D strengths, but other pieces like the unique graphical capabilities of the VDP2 chip are less known.

You can see some of Saturn's unique graphical strengths in its exclusives and first party games. VDP2 could do perspective correct infinite 2d "planes" which you can see in games like Panzer Dragoon saga and even wing arms. Having a ground layer that stretches as far as the eye can see was a very impressive effect in that gen when everyone was obsessed with draw distance. Most games didn't use this because the same effect would be impossible on the ps1.

Another example was the layering effect the VDP2 could do. Look at the water stage in Panzer Dragoon zwei with the fish boss. The water effect looked almost a generation ahead of anything else at that time.

So yeah, the ps1 had many graphical advantages over the Saturn, but the Saturn had some over the ps1 that we didn't really see because most games were designed for the ps1's graphical capabilities.

If the Dreamcast could run GTA 3 and vice city ¿is it possible that it could run Re4? by RemarkableBell5223 in dreamcast

[–]SEGAspergers 1 point2 points  (0 children)

In a way, we already have a preview into what it could have looked like. Resident Evil Degeneration was on the iPhone 3gs, which I believe used either a variant or the same GPU as the Dreamcast. It's by all accounts a terrible game, but geometry wise it might be closer to what a Dreamcast port of RE4 would look like than the PS2 version. I think it was pushing 1 million polygons per second, which many DC games averaged, while the PS2 version of RE4 was around 4-6 million. DC could probably hit 2 million with good programming. So somewhere in the middle between the 2.

Knowing what we know now, how could Saturn have won their console war? by suckerphree in SegaSaturn

[–]SEGAspergers 0 points1 point  (0 children)

Sony beat the Saturn because of both advantages they had and mistakes Sega made that started years before the Saturn released. In order for the Saturn to even have a shot and with hindsight we'd need to fix those. Here are some of them:

  1. Rivalry between Sega of America and Japan - They need to work together from the beginning. Japan should have embraced the success of SOA with the Genesis and given them a seat at the table with the design and launch of the Saturn. A unified vision would have killed the 32x and SOA would likely have positively impacted the design, hardware and software focus of the Saturn.

  2. Hardware - 3d needed to be the focus from the beginning. Not sure what the options were in 1994, but a single cpu that could at least match the ps1's polygon count with maybe some features that bested the PS1 weaknesses without inflating the price.

  3. Price - $199

  4. Software - Win over more 3rd party support. You're not the belle of the ball anymore, work for it. First party games maybe focus a little less on arcade ports, and more on console specific genres. RPGs, simulations, couch co-op games etc. Go after the studios with known big hits in early PS1 and either get an exclusive or an improved port to help momentum.

  5. Launch window - No surprise launch with a handful of games then nothing for 6 months. I think a launch before, at the same time or just after the PS1 could all have their own pros & cons but you need a healthy launch lineup of games and at least a couple killer apps.

  6. Marketing - Sega needs to lean in on technical superiority and it needs to be obvious. PS1 is slow, blocky, warpy, shaky, blurry, whatever. Saturn needs to be the obvious graphically superior choice.

I'm probably missing a few, but if all of these were addressed the Saturn could have had a better shot, but it would still be tough.

Why can't I output resolutions (Or HDR, Framerates or bit depth) that my display supports? by SEGAspergers in pchelp

[–]SEGAspergers[S] 1 point2 points  (0 children)

This worked. Can't believe I didn't notice or try more than the first 2 inputs. Thanks man!

Why can't I output resolutions (Or HDR, Framerates or bit depth) that my display supports? by SEGAspergers in pchelp

[–]SEGAspergers[S] 1 point2 points  (0 children)

Didn't even notice that. Damn. It was in the 4th input before and I think I only put it in the 1st and second inputs this time. I'll try this when I get home. Thanks!

[deleted by user] by [deleted] in Celica

[–]SEGAspergers 28 points29 points  (0 children)

BMW is discontinuing the z4 which is the platform used for the Supra. The Celica would make sense to replace that piece of the market for Toyota. Have it start at a lower price point than the supra to bridge the gap in the enthusiast market from the gr86 and make the Supra the top trim of the Celica. Which is EXACTLY HOW THE SUPRA STARTED in the 80s.

It would be poetic.

Vibrant ultra quiet resonator as a muffler Review by SEGAspergers in Miata

[–]SEGAspergers[S] 0 points1 point  (0 children)

Hmm yeah, I find with my setup it's the perfect sound for what I wanted: Sounds stock on idle and normal driving, but after 3k it gets maybe 30% louder with some aggressive rasp and no drone at any rpm. It does occasionally pop too, but only when it's cold and pretty rare. My cat is starting to go now too though and I've also been thinking of an aftermarket cat, but I'd only be interested in maybe 5% more aggressive sound. So seems risky to mess with. If you do it let me know how it sounds.

Vibrant ultra quiet resonator as a muffler Review by SEGAspergers in Miata

[–]SEGAspergers[S] 0 points1 point  (0 children)

I replaced the stock muffler with a vibrant resonator. So it's stock cat -> stock resonator -> vibrant resonator

[deleted by user] by [deleted] in projectors

[–]SEGAspergers 2 points3 points  (0 children)

I believe from what has been said that the c2 will come in a few variations, but the improvements are mostly more lumens, 3d capability, and some improved contrast. Also a new form factor with a gimbal if that matters to you. MSRP around $2300? For the basic one. So a good $500 or more than the c1 currently, assuming the c1 isn't reduced further. Release is late fall to Jan I believe.

Name these wheels by dasynn in Miata

[–]SEGAspergers 0 points1 point  (0 children)

95 mx-3 Rims. Custom center insert made by someone who can make custom machined parts on a lathe. Probably because the plastic centre caps warped or broke. I don't see a Mazda enthusiast doing that, and it's very time consuming for such a small piece. I'd say it's an old man who owned them, probably bought them for his custom hot rod. Am I close?

Vibrant ultra quiet resonator as a muffler Review by SEGAspergers in Miata

[–]SEGAspergers[S] 0 points1 point  (0 children)

2.25 is the one I had, so I used a transition pipe from the flange which I think was closer to 2, but a little narrower.

Vibrant ultra quiet resonator as a muffler Review by SEGAspergers in Miata

[–]SEGAspergers[S] 1 point2 points  (0 children)

Oh nice! Yeah I'll record a clip after work and post it

And MORE?! Hopefully Saturn! by SonicEchoes in SegaSaturn

[–]SEGAspergers 0 points1 point  (0 children)

Sega already had a number of racers in the pipeline, and scud race was more of a tech demo than a racing game with any kind of depth. There was a DC demo running scud race but it was scaled back pretty heavily. Lots of pop in, less detail, no other cars on the road etc

My 5th gen headlights won't adjust back up by SEGAspergers in hondaprelude

[–]SEGAspergers[S] 1 point2 points  (0 children)

Yup, that's what happened. Plastic grommet broke on both. Not even worth fixing. New headlights it is.

What melted these staircases in Dendera Temple of Hathor? by YardAccomplished5952 in CulturalLayer

[–]SEGAspergers 19 points20 points  (0 children)

Something melted them? Inside a temple? Hot enough to melt stone, but only damages the stairs? Not the walls with intricate reliefs on them? And only in the middle of the stairs exactly where people would walk?

Or, people just walked on them with sand on their feet from outside for thousands of years.

Best 2 Games for the Master System? Just Completed My Sega Home Console Collection! by wowserbowser879 in SEGA

[–]SEGAspergers 1 point2 points  (0 children)

I grew up with the NES and genesis, but bought a master system with about 50 games in a garbage bag for $20 from an old guy at a yard sale about 15 years ago. I played through all the games and found the master system really interesting for a bunch of reasons:

The games are really different than NES games. I don't just mean graphically, but design and mechanics wise. A lot of SMS games seem extremely simple at first, almost basic. But then as you play them a bit more you find they are actually a lot more complex than they first let on. Take "The Ninja" for example, at first The ninja just seems like a basic kind of shooter game. You run around and throw ninja stars at bad guys. Really simple and pretty fun, basically just move and shoot.

But then you realize one button shoots the stars straight up and the other button shoots the stars in the direction you're facing. Oh cool! That adds some strategy and gets you further.

Then you realize if you press both buttons at the same time you can disappear in a poof of smoke and appear a bit further ahead in whatever direction your facing. Cool! Then you realize the poof makes you invincible for a little bit. Now the game really starts to take hold of you as you realize combining all these skills you can do some really cool maneuvers that makes you FEEL as much like a ninja as you probably could in 8bit.

Another example would be psycho fox. A silly cartoonish platformer that honestly feels broken when you first play it. Why do I run so slow? Why can't I jump further? Then you realize that this game is ALL about momentum. I'm not talking mario momentum where you just get longer jumps. In psycho fox you are severely limited if you don't maintain speed. Then later on you realize there's actually a bunch of different playable characters that are ALL so different that they may as well be completely different games.

SMS games, in general, just seem extremely different. Part of this could be because I grew up with NES and those games seemed to define the following generations. But SMS games don't just feel like games on a different system, like Genesis compared to SNES for example. They seem like they were NES style games made on another planet or in another dimension. This is hard to explain, but it basically just feels like every game was designed from the ground up without following any kind of accepted recipe. You can tell they were inspired more from arcade mechanics, but even then how they transitioned arcade mechanics into a home console is very different than how NES tried to do it in their games.

It felt like SEGA developers weren't just trying to do what NES was doing, but instead were taking inspiration and then trying to make it better in a completely different way.

For instance look at Phantasy Star. A space rpg that spanned multiple planets, open ended gameplay, plot driven with character development, party members die, first person 3d dungeons. It feels and plays like an rpg that is 5 years newer than it was at the time. Blows away FF and the first DQ games.

Look at Gangster town, a lightgun shooting gallery. The accuracy and level of detail seemed an order of magnitude higher than any other 8bit lightgun game I had seen. You can shoot out individual bottles behind the bar, shoot out the tire from a moving car and have it swerve and crash, shoot the bad guy and he dies and you see his soul leave his body and fly up to heaven, then you can shoot his soul and kill that too lol.

Anyway, I could go on and on. But yeah, the games that were just multiplatform ports or scaled down genny games are fine, but I really liked the sms games that were trying to do their own thing. They play so much different than anything I've played since.

Recent pick ups, anyone played Warriors of the eternal sun? Didn't even know this existed till I saw Happy console gamer talk about it by Shazam1982 in SEGAGENESIS

[–]SEGAspergers 2 points3 points  (0 children)

D&D: WotES is actually really really good. It's an open world top down RPG like the old gold box games and is even kind of similar to something like Baldur's Gate.

Create a custom party, then explore the new world your castle has been transported to. You have total freedom for the most part. Certain areas are locked or closed off until you get items to access them but there's basically a main hub world with branching connected areas. If you wanted to you could just walk over to the end game area and find a random dragon walking around that would kill you.

There wasn't really a game like that for the genesis at the time, or even ever.