Vrydag 29 Maart 2019

Top 10 Best URL Shortener to Earn Money 2019

  1. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  2. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  3. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  4. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  5. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  6. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  7. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  8. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  9. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  10. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

Gta Liberty City Stories Beta

GTA Liberty City Stories PC Edition Beta 3.1.1.exe( 265 MB )

                           

                           
Image result for download
                                                                      file size - 265 MB


      

Analisis Boku No Hero Primera Temporada

¡Aviso!, este Análisis contiene pequeños spoilers



Introducción

Boku no Hero Academia o My Hero Academia es un anime Shōnen basado en el manga del mismo nombre.
Su primera temporada, que es en la que nos centraremos en este análisis, creada por el estudio BONES, cuenta con 13 episodios que tuvieron estreno el 3 de Abril de 2016 y finalizaron el 26 de Junio de ese mismo año.
Boku no Hero es un anime de super héroes, de acción, ciencia ficción, fantasía y escolar.


Trama

Este Anime tiene lugar en un mundo en el que los humanos han llegado a limites inimaginables obteniendo poderes asombrosos sin explicación aparente denominados Kosei, actualmente el 80% de la población de este mundo posee algún poder.
Todo comenzó con un bebe brillante, desde ese momento la población empezó a experimentar cambios y por lo tanto la sociedad cambio para adaptarse a estas nuevas personas con poderes sobrenaturales.
Debido a la gran amenaza que suponían los criminales con poderes (villanos) se crearon agencias de super héroes, gente que enfrenta a estos villanos con sus Kosei.
Estos poderes se suelen manifestar sobre los 4 años, una prueba para saber quien tiene un Kosei es que nace sin una falange de un dedo del pie como símbolo de su evolución pues no lo necesita.
Pero como he dicho anteriormente, el 80% de la población tiene estos poderes,¿pero y el otro 20%?.
Nuestro protagonista, el joven Izuku Midoriya forma parte de este 20% de personas sin poderes, algo muy duro para alguien que sueña con ser un gran Héroe y que los admira tanto que incluso escribe libros sobre ellos, sobre sus habilidades/koseis, forma de luchar,etc...

Izuku Midoriya

Pero el Héroe que mas admira Midoriya es All Might, un hombre muy poderoso, con una fuerza bruta impresionante que siempre se enfrenta a los villanos con una característica sonrisa y que es considerado el símbolo de la paz, pero como se nos muestra, las apariencias engañan, pues All Might no es lo que parece, ya qyu en realidad es un hombre nada musculoso, bastante débil y en muy mal estado debido a un herida ocasionada por un villano, que limita su forma "heroica" por la que usa su Kosei a 5 horas al día y disminuyendo a cada día que pasa...
Pero como Midoriya dice, no todos los hombres nacen iguales, y es que su sueño se rompió hace tiempo al no tener Kosei.
Bajo esta premisa comienza una trama de esfuerzo, trabajo y frustración pero a la vez se rompe por completo, pues debido a ciertos acontecimientos All Might desvela a Midoriya que su poder no el algo innato, sino que ha pasado de unas personas a otras, de generación en generación hasta convertirse en lo que es ahora y  se lo podrá ceder si se convierte en un recipiente apto, por lo tanto el anime nos vuelve a recordar que el esfuerzo no es suficiente sino naces predestinado a un Kosei, lo que le quita parte de sentido ya que podría haberse convertido en una historia de grandes esfuerzos y superación personal, cosa que se queda a medio camino.

One For All
Midoriya entrena y se sobre esfuerza por encima de el plan de entrenamiento de All Might, por lo que pronto se convierte en un recipiente para su poder, mas no es suficiente, pues aunque posee el Kosei de su gran Héroe no pude dominarlo.

Comienzan las pruebas para el acceso a la academia de héroes mas importante, la UA, que constan de derrotar todos los robots posibles, cada uno con diferente puntuación, Midoriya logra superarlas, utiliza su kosei desesperadamente para salvar a una compañera en apuros y aunque el pensó que iba a ser echado de la academia (pues solo derroto un enemigo que no otorgaba puntos) mas tarde se sabe que el sacrificio y ayuda a los demás también forma parte de la prueba , lo que aumenta su puntuación y permite que pase la prueba, pero se da cuenta de que aun no controla su kosei ni lo hará (al menos intencionadamente) durante esta temporada, de manera que cada vez que usa su gran fuerza se rompe las articulaciones por completo.

Desde este momento, por si no nos había quedado claro, se capta la personalidad de Midoriya fácilmente, pues es un chico que no duda en ayudar a los demás aunque llegara a suponer la muerte para el.
Midoriya utilizando su Kosei por primera vez.
En la UA, conocerá a muchos personajes que se convertirán en sus compañeros y profesores, pasará diferentes pruebas que lo pondrán en serios aprietos para demostrar no solo su valía y poder, si no su intelecto para minimizar los riesgos que conlleva utilizar su Kosei. 
Todo iba bien por ahora, pero cuando llega el momento del gran entrenamiento una horda de Villanos con un monstruo creado para derrotar a All Migth irrumpe antes del inicio de dicho entrenamiento y daña gravemente a dos profesores, también a All Migth al que le provoca una disminución de tiempo para usar su Kosei y al joven Midoriya, este ultimo debido al uso de sus propios poderes, acabando esto en la aparente derrota de los villanos que se retiran por el momento.
Así termina la primera temporada, creando el momento mas épico de el anime hasta ahora, el primer momento en el que se muestran villanos realmente competentes y un pequeño misterio que podréis ver vosotros mismos al ver este Anime.

En conclusión este anime comienza como una historia de esfuerzo y superación que se rompe totalmente cuando All Migth le cede su poder a Midoriya pues esto demuestra que tener un Kosei lo es todo, y de poco sirve el esfuerzo.
Es sencillo de comprender, la trama es bastante superficial, los personajes no mueven a la trama, sino al revés, pues sin ciertos acontecimientos los propios personajes no muestran ningun cambio y poco se trata la identidad y pasado de la mayoría de personajes siendo principalmente personajes de relleno, de los que poco se sabe de sus aspiraciones y objetivos hasta cerca del final de la temporada.
Si bien no rompe totalmente con la mayoría de Animes de este tipo, el personaje es mas inteligente y la trama mas compleja que en Dragon Ball y/o One piece, pero bien se podría llegar a comparar a Midoriya con Goku (salvando grandes diferencias como inteligencia, poder de nacimiento entre  otras muchas, pero si en cuanto al comportamiento que tiene que le obliga a salvar a cualquier persona en apuros y a perdonar fácilmente a otros) y a Katsuki Bakugo con Vegeta en diversas facetas de su comportamiento.
A pesar de todos estos puntos, es fácil engancharte a este anime, pero por no tener absolutamente ningún misterio importante, sino que te lo dan todo mascado, pierde parte de interés, y por lo tanto cae en ocasiones en explicaciones de cosas muy obvias.

Animación
All Might VS Nomu
En la animación lo mas destacable es el diseño de los personajes, en algunos casos lleno de detalles y características que hacen único a cada uno,su propio traje ya nos deja rastros de su personalidad o indicios de sus koseis, también destaca el uso de sus Koseis, pues en el caso de Midoriya se ve realmente colorido y único, ademas es notable que la animación toma mucho del estilo manga haciendo ciertas sombras totalmente negras sobretodo en los personajes como en All Might.
Los escenarios también están bien detallados en general, sin embargo en ciertos casos como en la batalla de Nomu contra el símbolo de la paz, tanto los golpes del combate como el paisaje por la velocidad de la acción no destacan demasiado en cuanto a una gran animación y solo en cuanto a epicidad por el combate.
La Batalla completa de la que hablo podéis verla en el vídeo que muestro a continuación:


Otra cosa que cabe destacar (y no únicamente en la animación) es la unión entre lo Americano y Japones, ya que este Anime resulta una fusión de ambos, lo que se muestra en la propia idea de los Héroes o en cosas mas marcadas como el diseño de One For All que tiene cierto parecido en su vestimenta con el de Capitán América.


Sonido

Este es uno de los apartados donde mas destaca este Anime, con unos sonidos perfectamente elaborados ya sea para explosiones, grandes golpes u otros.
La banda sonora que acompaña en ciertos momentos al anime lo dota de mas sentimentalismo y/o epicidad en según que casos, pero por si sola no posee unas melodías que vayan a resultar pegadizas.
También destacan los seiyuus (personas que les ponen las voces a los personajes), pues se adecuan perfectamente a la apariencia de cada personaje.
En cuanto a Opening y Ending se han elegido dos bandas de rock japones, Porno Graffitti (opening) y Brian the Sun (ending), que cumplen su papel sobradamente.

Opening:


Ending:


Opinión Personal


Harto de esos Shōnen en los que el personaje principal es un Héroe por naturaleza con un poder insano, este anime innova un poco mas, por lo que se hace mas interesante, ademas me gusta esa unión entre lo japones y americano y como se crea esa sociedad de superheroes tan de Marvel.
Si algo me disgusta es que se trate poco la personalidad de los personajes aunque entiendo que con los pocos capítulos hasta ahora no se haya profundizado mucho.
En resumen, personalmente me ha gustado, no pasara a la historia entre los que mas me gustan, pero sin duda veré la segunda temporada y tantas como le queden por delante si no disminuye en calidad.

Conclusión/Puntuacion

Trama:6.7/10

Bastante simple, superficial, sin ningún misterio, relata una historia de superación que pronto se rompe, pero aun así llega a enganchar, y destaca sobretodo su final que da lugar a mucho juego. 

Animación:8/10

Escenarios y personajes muy detallados, con un buen diseño y algunos casos muy coloridos, falla en ciertas escenas de mucha acción. 

Sonido:8/10

Los efectos de sonido y la banda sonora acompañan perfectamente a cada acción y situación dando así mas epicidad y emoción, también destaca su opening y ending, pero por si sola la banda sonora no sera recordada.

Puntuación Final:7.5/10

Principalmente por lo floja que resulta la trama de esta temporada(posiblemente por ser una introducción, quizás mejores después) tiene esta nota, los amantes del Shōnen podrán ver algo diferente a los que nos tienen acostumbrados y es plenamente disfrutable, y los que no lo sean aun así podrán disfrutar de un anime sencillo pero a la vez divertido.
Personalmente lo recomiendo, aunque dudo que llegue a ser un anime memorable(repito: al menos con lo que nos muestra esta corta temporada, pues la segunda pinta algo mejor).


2017 State Of Virtual Reality #1: Platforms & Content

This two-part article describes the state of virtual reality technology and research at the beginning of 2017. I'm writing it for a technical audience. For a more philosophical discussion for a general audience, see my Virtual Reality: The Actuality of Total Cinema talk video.


Peeking out from under a virtual reality display prototype



Setting the Standard

Virtual reality (VR) is a collection of technological visions for an immersive computer-driven experience. Different groups have different definitions, and definitions are important for technology--scientists and engineers need to specify what they're building.

Telepresence

I put the base level of VR technology at telepresence: the point at which the player's senses and instincts treat the virtual world as real. This happens even through the player knows at a cognitive level that it is not. Today's best VR experiences already achieve this, although many low-end "VR" experiences fall a little short.

Telepresence requires at least real-time 3D rendering, 6 degrees-of-freedom tracking of the player's head (and ideally hands), a wide field of view, and low latency (delay) between motion and the image updating.

It is easy to spot when a first-time VR player is experiencing telepresence. They start laughing hysterically and keep saying, "I'm really in this other place." And it is indeed a magical feeling, even after having experienced it many times.

Holodeck VR

Holodeck VR: The Holodeck fictional virtual reality
technology depicted in Star Trek: The Next Generation
To me, the ultimate goal of VR is the Holodeck on Star Trek: a room that you enter which can become any location.

Objects appear indistinguishable from reality with physical form, weight, smell, and every other property. You can walk without limitation in any direction and don't have to wear any special equipment because it is built in to the room.

The Holodeck is probably long way in the future. The primary challenge is having the player unencumbered.

Matrix VR
Matrix VR: The Matrix is a dystopian film featuring
fictional virtual reality technology and martial arts

A more near-term goal is something like the VR shown in The Matrix, Harsh Realm, eXistenZ, or Total Recall, in which the computer simulation interfaces directly with the player's mind.

This avoids the mechanical problems of physical senses by simply bypassing them, while providing an experience identical to the Holodeck.

This kind of technology could be practical within a decade, if there was really demand for it. However, like most people, I have reservations about using technology that directly interfaces with my nervous system.

Avalon VR
Avalon VR: The fictional VR headset from the film Avalon
resembles today's real-world products.

For a non-invasive VR experience the most practical near-term goal matches the systems described in Snow Crash, Ready Player One, Avalon, or The Lawnmower Man.

The VR systems in those books and films have head-mounted displays, haptic harnesses, and lots of tracking devices. These bear great physical resemblance to products available today. However, the specifications on today's products are far below what is necessary for total immersion.

I hope that in the next five years we'll see consumer technology for VR that resembles this "Avalon VR" vision. Most of this article is devoted to describing progress and future challenges towards this goal.

Players will have seamless and convincing physical interaction with objects through audio, haptic, and visual feedback; be able to move relatively freely (although perhaps not by walking); make changes to the virtual world; and have virtual bodies. The book Ready Player One proposes many solutions for heterogeneous input devices, user interfaces, and even economics of such an environment.

Augmented Reality

Visualization of what augmented reality would
seem like, by Magic Leap
Augmented reality takes the real world and seamlessly adds virtual 3D content. The fictional hologram displays in Star Wars, Minority Report, Iron Man, and Avatar are a weak form of AR. 

The Microsoft Hololens demo is actually a better depiction of the goal of AR than most films. Just beware that this demo as captured on video doesn't really match the experience you'd have today with the product: the camera's limited field of view and editing out of failure cases makes an admittedly impressive technology seem too much like magic.

Arguably, the Holodeck experience is augmented reality, although the point in the Holodeck is to replace everything except the players so I consider it more VR than AR.

Limited AR experiences, such as Google Glass, just provide a kind of heads-up display over the real world. These are useful for maintaining situational awareness and eye contact in scenarios where today we would look down at a cell phone or tablet. However, they are only a small step towards the much greater application of integrating apparently-3D virtual objects into the real world.

What I've been describing so far is free-space AR that can appear anywhere in a room around you and is observed through some kind of special glasses. There are also two variants that are much more limited, but also sufficiently practical as a result of those limitations that they are already widely deployed.

Projection mapping re-colors an existing real-world surface. There are several firms that specialize in applications of this technology, such as watershed simulation in a real sandbox or public art shows.

Hand-held display AR superimposes virtual elements onto a live viewfinder video feed, such as on a cell phone. Pokemon Go was a recent low-end example of this, where the compositing of real and virtual objects was ignorant of lighting and depth. Ikea's AR tablet and phone app is a more compelling example that allows visualizing furniture in real environments. 

Marketing VR

Anything remotely 3D and interactive has probably been marketed as VR in the past. For example, in 1993, the original DOOM game. The practice of using the term "virtual reality" loosely in marketing continues.

id Software's DOOM in 1993
Today, many panoramic, stereo films (also known as "360 video") are marketed as "virtual reality". These lack any interaction, the player has no avatar, and the player can't move in 3D. These are really just personal versions of a stereo OmniMax film.

This is still interesting content to view with a head-mounted display, but it doesn't really capture the full potential of the VR vision. In the extreme, some that don't even use a head-mounted display are called "VR": these are just panoramic videos played through viewers that notice when you've rotated a hand-held mobile device. That's a nice user interface, but I think labeling it "VR" is disingenuous.

Some head mounted displays for watching traditional movies are called "VR" platforms, even though they lack every element of VR--they are really just fixed displays seen through lenses to make them easier to focus on.

Current Technology

Components

A consumer VR system features:

  • a head-mounted display (the "goggles") containing a cell-phone panel and two lenses to make it possible to focus on the device up close
  • audio, usually through headphones connected to the head-mounted display
  • head tracking
  • hand tracking, typically through a hand-held controller
  • a computer, which is built into the display for mobile

Displays

Current displays provide about 1080p resolution to each eye at 90-120 Hz, which is about 2-3x smoother updates than a typical console game. They offer about 110 degrees for a horizontal field of view, which is only half of what you can see in real life but is enough to at least feeling claustrophobic.

Cables

For high-end, desktop-powered VR platforms, there's a thick cable connecting the display to the computer. This is needed for several reasons.

Desktop VR requires a thick power and video cable today

The most significant reason to use a cable is just power consumption. Think about how fast your phone battery runs down if you stream video from the web or run the camera for a long time. Desktop VR content is about ten times as rich as a streamed HD movie, so you'd run out of power in about fifteen minutes with a cell phone-sized battery or about an hour with an external head-mounted power pack. A cable allows the display to be light and run cool.

The image quality and delay in frames can also be several times better when using a wired connection than a wireless one. This is why professional e-sports game players use wired mice and gamepads even though wireless ones are more convenient...and why they use low-latency monitors.

It is just possible to transmit video to a head-mounted display wirelessly today, but only for short periods and at a risk of increasing latency (some of which can be hidden by software if you are moving very smoothly). The announced TPCast add-on product for HTC Vive makes it wireless and there are rumors that Hololens and the next Oculus Rift will be wireless as well. However, when VR resolutions and frame rates jump in late 2017 or 2018, wireless solutions will again become impractical...at least until there are comparable advances in that technology.

This arms race will likely continue for a decade for desktop VR. Mobile VR entirely avoids the problem by simply rendering on the display itself, but has quality limitations as a result.

Lenses
The pre-distorted image sent to the display of the Oculus Rift.
When viewed through the lenses, this looks relatively normal.

The lenses in a VR display allow you to focus at an apparent depth of about a meter even though the device is only centimeters from your eyes. Unfortunately, they also create chromatic aberration (color fringing), barrel distortion (fisheye), and glare. The images shown are pre-distorted to attempt to counter some of this, but at today's resolutions it is impossible to make the entire screen look good.

Latency

To avoid headaches and motion sickness in VR, the platform must provide not only high frame rates and a reasonable resolution and field of view, but also low latency. Latency is the delay between when you move your head and when the image on the screen updates.

There's a big difference between latency and throughput. Throughput can be measured in frames per second or pixels per second. Latency is just time.

Consider a car assembly line. With 1000 stations of robots and humans working on a car as it moves through the factory, one finished car might emerge every minute from the factory. That's high throughput. It is what we're used to worrying about for 3D games.

Now, think about the path of one individual car. It might take two days for that car to go from raw metal at the front of the factory to a finished car at the back after the 1000 different assembly operations are performed. This is the latency. It doesn't matter how many cars were produced in two days if we're waiting for one specific car.

When you move your head in VR, you don't care about the throughput of how quickly you can see out-of-date image frames update. What you want is for the latency to be very low for the new frame showing the rotated view to display.

That is, in VR, if latency is too high (say, around 50 milliseconds), then it appears that you are dragging the world with you as you move, and it then snaps into place after a moment. This makes your visual system react as if it is malfunctioning, and you essentially get sea sick. The best VR systems keep perceived latency down to about 10 ms today through a combination of prediction, fast components and algorithms, and warping.

The power of the GPU and quality of the software greatly affect latency as well. Unfortunately, the last two decades of computer architecture all increased latency to increase throughput. This means that a lot of the image quality that we see in the best 3D games is not possible in VR right now. We have to strip down rendering pipelines to make them render with low latency.

Tracking
Valve's diagram of their inside-out tracking of
the signal from light house beacons

For the images on the display to update correctly, your head must be tracked very accurately in the real world. Inside-out tracking systems such as the HTC Vive compute the position of the head and hands by looking at reference points in the world from the head-mounted display.

The HTC Vive specifically uses "light house" laser beacons for a kind of radar-like triangulation, but it is possible to do this based solely on cameras. The laser beacon approach scales well to many objects in the VR space and gives the lowest latency and highest accuracy of technologies available today

Outside-in systems such as the PSVR and Oculus Rift use a camera mounted near the computer to look at the head-mounted display. When properly calibrated, these can be very accurate and have the ability to potentially track individual fingers and whole bodies in the style of Microsoft's Kinect devices. Outside-in systems also don't require power sources for the tracked objects, which is why Oculus Rift's controllers rarely need the batteries changed--they are primarily there for transmitting button presses.

Most tracking systems are augmented by accelerometers in the display and controllers, which drift over time but provide very low-latency updates of rapid or unpredictable movement.

Scales

The best VR experiences today are called "nomad VR" or "room scale". These allow you to walk freely around an area of at least a few square meters. Cleverly designed applications can make that area feel much larger by adjusting content to steer you back towards the center of the space.

The SteamVR tool accepts both room-scale
and standing configurations
It is of course hard to create room-scale content because the experience designer doesn't know what size your room is. Content has to be designed to automatically resize or to choose the smallest common size, perhaps something like 1.5mx1.5m.

Standing VR captures some of the telepresence of room scale by making the player stand in a single place. The player has freedom to duck, jump, lean, and turn, but not to walk. Locomotion must be accomplished by other mechanics such as teleportation or driving a vehicle.

Seated VR is the most restrictive. The player is seated, ideally in a swivel chair to at least allow continuous rotation. Sitting can greatly reduce telepresence and limits player head motion and thus parallax. However, it is a natural fit for experiences and is the most practical to deploy...especially for mobile VR, which tends to lack good absolute tracking today and could leave the player stumbling into real-world objects if standing or walking.

Specific Hardware

Brewster stereoscope...circa 1870
The first steps on the path to Avalon VR-style technology began long ago. Stereo viewing glasses are at least 150 years old. Sutherland and Sproull built a head-mounted computer display with positional tracking in the 1960's.

Even early Holodeck VR technology began in the 1990's. Technology similar to today's consumer head-mounted displays has been in research labs for over a decade.

However, only recently was this technology available to the general public. Economies of scale from cell phone production drove down the cost of two key technologies for virtual reality: cameras (for tracking) and high-resolution display panels (for the head-mounted display). This made it possible to build consumer VR platforms for about US$500. Simultaneously, US$200 consumer GPUs became powerful enough to drive these displays in real-time.

Sutherland and Sproull's "Sword of Damocles"
...circa 1964
In 2016, the first mass-market consumer VR platforms launched. New platforms are now being announced every month, and the existing ones are rapidly being upgraded. At this moment (January 2017), the most significant platforms are:

  • HTC Vive, which has the best tracking and display for freedom of movement and visual immersion
  • Oculus Rift, which has the best controllers for natural interaction
  • PSVR, which has the best movies and games available for it
  • GearVR, Google Daydream, and Google cardboard, which are the most affordable and the easiest to use

Expect new devices, such as midrange Windows 10 head mounted displays, to emerge very soon. Lenovo announced their low-cost headset shortly after this article was first published.

It would be reasonable to assume that every major peripheral vendor and tech company from Amazon and Apple to Dell and Razer has a VR product currently in development. Likewise, expect rapid iteration from Google, Oculus, and Valve (co-maker of the Vive) on their tracking and controllers this year and in the future.

Several augmented reality devices are also coming to market. Microsoft Hololens is the most sophisticated that has been announced so far, but many more are coming soon, including CastAR, Magic LeapMeta, ORA-2, AiR, and Moverio. VR is just in its infancy. AR has much farther to go, and few of these are likely to survive the technological and economic hurdles of the market, let alone provide a good consumer experience in the next year. However, they are really important for engineering and research applications.

Content

The virtual reality experiences available are rapidly expanding, with an average of one significant game or film releasing per day. Some are cross-platform, but most are platform-exclusives funded by the platform vendors.

As a rule of thumb for the high end, right now PSVR has a great lineup of games and films, Oculus Rift is second, and HTC Vive has the smallest library of good content. Expect that to change significantly in the next six months as vendors start creating more of their own content and platform-exclusive deals expire.

Games

The Climb is an action-packed VR game that is
extremely comfortable, self-paced, and nonviolent
Some fully interactive experiences that I recommend are:
Fans couldn't wait for Valve to make an official VR game
and released their own, quite good, Portal Stories

  • The Lab - Valve's free demo suite provides some of the most comfortable and immersive content available
  • The Climb - a beautiful and well-designed arcade interpretation of extreme rock climbing
  • Google Earth - fly over the entire 3D planet, from satellite height to street level. It is easy to lose track of hours here with virtual travel despite a confusing control scheme.
  • Vanishing Realms - a dungeon-crawling experience with some of the best movement controls and satisfying hack and slash action
  • Superhot VR - a fully-formed, native VR experience that is also a great post-modern video game
  • Playstation VR Worlds - PSVR's answer to The Lab, which sadly is not free. However, the London Heist and Ocean Descent portions are worth the price of the whole bundle.
  • Star Wars: Battlefront X-Wing VR: exactly what you'd hope it would be
  • Fast Action Hero - a rapidly iterating shootout simulator available while in development
  • Portal Stories - a free fan game set in the world of Valve's Portal games makes clear how great a full-budget PortalVR title could be.
  • Robo Recall - the trailer makes this look like yet-another-shooter, but Epic has polished the VR gameplay for two years to make the world feel completely solid and the gameplay maximally fun. Slightly limited by confusing teleportation mechanic and lousy hand tracking on the rift.
  • Budget Cuts - James Bond meets satire in this promising demo of an in-production title
  • AudioShield - an aerobics class disguised as something reminiscent of TRON

These will soon be eclipsed by many others, but right now offer the best blend of comfort (i.e., not making the player motion sick), interesting content, good controls and mechanics, and quality visuals.

ADR1FT is a great game if your stomach can handle
tumbling in zero-G. Unfortunately, many people's can't. 
There are plenty of other experiences such as ADR1FT, EVE: Valkyrie, I Expect You To Die, and Edge of Nowhere that have amazing elements, but which I can't recommend to general audiences because of some design flaw or motion sickness issue.

Although there are some VR patches and fan tributes, there are some worlds that haven't yet received full VR releases which I think most gamers are eagerly hoping to see announced. For example, Portal, Ethan Carter, Skyrim, The Witness, Star Wars, DayZ, Left 4 Dead, Mechwarrior, and Deus Ex. It is hard to imagine that the owners of that intellectual property won't follow through on this market potential.

Films

Allumette
There are thousands of VR "films" available. Some of these, like Henry and Allumette, are rendered in real-time so that you can move freely in the environment by walking around. You can't affect the story or change the world, but it feels solid and three dimensional.

The best two real-time non-interactive VR experiences I've had are:
  • Pearl Google's upbeat and interesting father-daughter story, marred only by some awkward cuts and rendering dropouts during them.
  • Dear Angelica - Oculus' gorgeous mother-daughter story...with somewhat buggy camera placement and the usual Rift distortion in the perphiphy.
Either would be credible as an animated short were the technology a little more robust (I'm viewing these on top of the line equipment, so the problems are clearly software).

Others are "360 video"...stereo panoramas in which you can look around, but not move from the center of the world. These are the most common, because they are the easiest to produce and can be live action. White Room 02B3 is a nice example.

A few of the 360 video films allow some limited interaction, changing the story or at least its pace slightly based on your gaze. Colosse and WILD - the experience are both in this category. I think we'll see some more of this.

I have yet to see a VR film that wouldn't have been better as a conventional film with faster pacing and tighter editing. However, I expect that to change. Content creators are still bravely exploring the medium, and largely have to move cautiously as they work out the conventions and capabilities of this new medium.

NextVR's live VR sports viewer
That said, I think that the killer application of passive virtual reality content will be 360 videos of sports games and theatrical performances. This is content that is relatively cost-effective to capture compared to new narrative experiences.

It is reasonable to expect audiences to pay something like US$10 to see an event in VR that they would pay US$300 per seat for live, when VR can increasingly capture a significant portion of the experience of being present. Apps such as FOX Sports VR, Lionvision VR, NextVR, and VOKE TrueVR are currently available for this purpose, and I think major networks are likely to launch their own native applications in 2017.

For mobile VR, the other great killer application is watching regular non-VR films inside a virtual reality theatre. This allows you to watch any movie on your phone on a bus or plane and feel as if you were in a theatre. Several apps are available for each of the mobile VR platforms today for this experience.

The same technique could theoretically be used to create virtual monitors to provide a desktop-computing experience with only a keyboard, phone, and network connection to a virtualized PC. However, software for doing so in a turnkey fashion doesn't exist--yet.


Part 2 of this article describes the hardware, software, and user interface challenges we face for virtual reality in 2017.


Morgan McGuire (@morgan3d) is a professor of Computer Science at Williams College, a researcher at NVIDIA, and a professional game developer. He is the author of the Graphics Codex, an essential reference for computer graphics now available in iOS and Web Editions.

Donderdag 28 Maart 2019

Storium Basics: Subplots

Welcome back to Storium Basics - today, I'd like to briefly discuss the Subplot card type.

Subplots are actually my favorite card on Storium. The other cards show your character's impact on the story—a subplot shows the story's impact on your character.

Subplot cards are considered neutral, so they don't affect the Strong/Weak balance of a challenge. They do, however, push things closer to a conclusion. I like to use them to set up situations that might go either way, or to emphasize the way the challenge is currently going while moving events forward.

It takes some time to get used to writing subplots, but here's the basics: When you play a subplot, it's time to get a little introspective. Show how the subplot has been affected by the story events—how are the events of the story shaping your views of your subplot? Or, alternatively, you can show how your subplot is driving you to take the actions that you are taking. I use a mix of both. As you play subplot cards scene after scene, show how it is developing in your character's mind.

Now, that doesn't mean that your move is entirely internal! As I said above, this is still a move on a challenge, and thus it still moves the story of the challenge forward. So, this move needs to be both about your character and about the story of the challenge. It is tilted more towards your character than other moves, but the challenge's story shouldn't disappear.

A great way to do this is to tie what's going on in the challenge specifically to what's going on with your character's subplot. You can, like I suggested above, show how your subplot drove you to take the actions you're taking in the challenge. Or, you might instead decide to show how the actions you took affected your view of your subplot.

For example, if you're playing a character with the subplot Prove Yourself, reflecting his desire to have his abilities acknowledged by those around him, that subplot might be involved in a few ways. Now, these aren't the only ways you could do it, mind - but here's a couple thoughts:
  • Inspiring Actions: Out of a desire to Prove Yourself, you charge headlong at the enemy, filled with ambition to win the day and be acknowledged by the other heroes.
  • Reflecting on Actions: You charge headlong at the enemy, and X happens. In the moments afterwards, a thought goes through your head about how that's likely to affect your goal of proving yourself - do you think you've gotten closer, or further away?
As mentioned above, a subplot is a neutral card. That means that it doesn't tip the balance towards Strong or Weak as far as the challenge's progress towards an outcome goes. But it does progress the challenge's story.

Neutral cards can be a little hard to picture this way at first - how do you progress the story while not making things Stronger or Weaker? That's a bit of a misconception, I think.

When you play a neutral card, like a Subplot in this case, you push the story forward. This can feel like it's pushing closer to one of the endings, based on which ending the challenge was headed towards. If the challenge is already going Strong, your subplot can feel strong. If the challenge was already going Weak, your subplot can feel weak.

Why? This is because a neutral card leaves the status quo where it is, but leaves less slots to change it. So while you aren't actually making things Stronger or making things Weaker, you are progressing the story of the challenge and there is now less "time" for the challenge to turn around.

So, while a subplot play shouldn't feel exactly like a Strength or Weakness play, there's no problem with using it to emphasize the current story direction. With a neutral card, you're saying that things continue along the same path they've been continuing on...if that's a good path, that's good, if it's a bad path, that's bad.

That assumes you're playing a neutral card on its own, of course - playing multiple cards at once is an option in most Storium games, and I'll discuss that technique and its effects on moves another time.

When you play the last subplot card in your stack, it is time to move the subplot forward in a notable fashion. Show how the story's events have led the character to some kind of development point—some place where their views change, or perhaps harden and evolve to a new level.  Moves where you're finishing up your subplot stack should feel significant. Even if they're in the middle of a challenge and other things are going on, be sure to take some time to leave a sign of development of your character's story. You don't have to know precisely where it's going yet, but you should make clear that something has changed in how your character views or interacts with the issue covered by the subplot. Leave yourself some cues, some thoughts on how this might develop

It's okay - even fun - to leave the full development a bit up in the air here more solidly decide when you pick your new subplot a little later. You can ask yourself a new question the subplot inspires rather than providing an answer. This doesn't have to be a full conclusion to the subplot. It's a major development, not necessarily an ending. You are moving forward in a way, but you aren't necessarily moving forward to something totally different.

You also get a wild Strength card any time you play the last subplot card—you'll get it at the close of that scene.

At the start of the next scene after you finish your subplot, you'll also have to define a new subplot. It's pretty simple—just click the "Define a New Subplot" button that replaces your Move button, and write one like any other custom card.

What you want to do here is think a bit about what happened regarding your prior subplot. Where did your character start out regarding that issue, and where did he end up? What is he thinking about now? Is it the same issue, with some new color to it, or has he moved on to some other thing?

This is why it helps to be thinking about your subplot each time you play it, and get a little introspective each time. If you take the time to think about this along the way, you don't have to think about it all at once. And, if you use that final move of a subplot to leave yourself some thinking cues, you'll more easily find direction in writing your new plot.

Don't forget to consider how the game's story itself has been going, either! Subplots are about how your character and the game interact.

Subplots are, as I mentioned, how you show the game's impact on your character–and when you define a new Subplot, that's a big chance to show it. It's one of my favorite times in Storium–when I get to write a new subplot, I can definitively show everyone just what my character has gone through and what issue he's working through now as a result. Sometimes my new subplot is a development of the prior one, a furthering of that issue with a new name and new stakes. But sometimes things have gone totally sideways and unexpected things came up, or the character realized that what he was working through wasn't what he thought he was working through, leading to a subplot that's pretty drastically different.

Here's an example of one that developed over the course of "Sorrow's Shores" for my character, Brennan:
  • It started out as "Learning the Basics," reflecting Brennan's unfamiliarity with the situation he was in and his desire to be able to at least help out a little and learn what he could to take care of himself. 
  • From there, it moved to "I Have to Do More!" as Brennan learned to do his part but saw the group struggling and dealt with the loss of one of the group's members–he felt like he hadn't been strong enough yet and wanted to push himself. 
  • Finally, it became "When it isn't enough…" as more bad things still happened, and he began to realize that sometimes no matter how hard you tried, sometimes you weren't strong enough on your own, and maybe it wasn't just him that was like that, maybe it was everyone. So he started wrestling with what that meant and learning that it was okay if he had to depend on other people.
I hope that all this has helped you gain an understanding of Subplots in Storium. If you'd like to read more, here are a few articles on this and related topics:

GTA 5 Venom Script Mod




Download

***
If you want share or make videos of this mod, please use the following link as reference in description: https://gtaxscripting.blogspot.com/2018/12/gta-5-venom-script-mod.html

Thanks
***

Installation:  Check this post (basically extract all files to gta Scripts folder)

You NEED UPDATED ScripthookVDotNet installed and working to run my mods ;)



Hotkeys

-Ctrl+N - Show mods menu
-Space: Jump
-Shift: Run/Sprint
-Control (while stopped): Toggle attack idle pose on/off
-Left mouse button: Melee attacks/Throw grabbed victim (hold to throw)
 He can attack distant targets jumping to them or using the web to bring them closer
-R: Special attacks (Eat victim, Shoot spikes and Shoot spikes from ground)
-Q: Grab victim, he can grab close or distant targeted peds using his web, press Q again to release
-E: Change special attacks, hold to show the special attack selection wheel
-Left Control + Right mouse click: Use web to move/push Venom to targeted position/victim
-Right mouse button: Web swing, hold to perform longer web swing, aim up or down to determine how high you want go.

You can change the hotkey in the self-generated .ini file or using the script Control Options menu

Controller
Hold left and right shoulders (in vehicles hold right and left triggers and press DPad Right) to show mods menu

I didn't codded controller controls for this mod yet, need to buy a new controller.




Features

Fast sprint
Health regen
Power boost gained eating victims
Super jump
Wall climb
Web swing
Melee attacks with combo
Special attacks (Eat victim, Shoot spikes and Shoot spikes from ground)
Grab victims with web
Throw victims
Use grabbed victims in melee attack
Lift and throw vehicles
Hunger, you need to eat to keep your power and don't loose health (can be disabled in .ini file)
Fire damage and reaction
Explosion damage and reaction
Damage symbiote FX
Venom similar voices ( Source, hope the guy don't mind :) )
Enemy and ally spawn (beta)


Observations

The eat victim feature needs the Dismemberment .asi mod by jedijosh
Some bugs may happen


Credits

JulioNIB
ASI Loader + ScripthookV by Alexander blade
ScriptHookVDotNet by Crosire

Screens