Re: [ogpx] Synchronization of gestures (was: Limits to interoperability of scripted objects)
Carlo Wood <carlo@alinoe.com> Sat, 05 December 2009 12:43 UTC
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Date: Sat, 5 Dec 2009 13:40:52 +0100
From: Carlo Wood <carlo@alinoe.com>
To: Han Sontse <han.sontse.sl@gmail.com>
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Cc: ogpx@ietf.org
Subject: Re: [ogpx] Synchronization of gestures (was: Limits to
interoperability of scripted objects)
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On Fri, Dec 04, 2009 at 06:11:10PM -0800, Han Sontse wrote: > With all due respect, Carlo, I am finding that I disagree with your analysis. There is no analysis.. it is something has been said before on the list: if YOU don't want something, then that doesn't mean there will be no need for it in the future by others. You shouldn't take YOUR experience and desires and then say: "we will never need this, NOBODY will EVER need this", while it's relatively easy and simple to add the *support* for it to the protocol! By adding the *possibility* for viewers to wait for others, you do not force anyone to do it different from what you describe. But you also don't take away the possibility to do it how other people WANT it (like me, I personally think this is important - so thus far we have a 50% - 50% vote for the NEED of this wait feature). So, to be really undiplomatic blunt: who are you to deny me this experience? While adding just a little to the protocol we BOTH can be happy? You can do it your way, and I can do it my way? But you say: "You don't need it" and want to remove the possibility from the protocol so that you can do it your way and I CANNOT do it the way I want ?! THAT is the reasoning behind NOT leaving out rather trivial options to the protocol. And really, this has been said on the list before a few times imho (and no, I'm not going to find that back). > I have a lot of practical experience in SL getting animations > as well as sound and textures to synchronize under a lot > of different conditions by taking into account the client's existing > cacheing behavior. I'm drawing on that experience for my assertions. I am too, and I say I need this. > I can't think of a single reasonable use case that would *require* clients > to hold for the slowest link. The examples you have suggested I can. > don't require it to achieve the outcome you desire. ??? Then you didn't read very well what I said. If you want to do what I said then you *NEED* the possibility to wait for other (some) clients (some limited time), and why not, have the possibility to abort, or continue anyway (as you want). Having those options you can synchronize the experience well within lag-time, well within typing-delay time (ie, under 1 second). If you don't wait, the playing time could run up till 30 seconds or more! Having those options you can synchronize the experience well within 1 second AND you can do what you want: just state don't wait for anyone and play stuff the second you get it. [...] > So here I'll walk through an example... the hug: > > To synchronize a hug all that is needed is for the "all that is needed" to accomplish YOUR needs and views. For me, I realllllly need to know when other clients are ready too. [...snip...] > be longer for some clients than others. The exact wall clock delay does not > matter since the end user has no idea when the event was actually sent. Yes we totally disagree here, and you are wrong: there are many other shared experiences (typed text, and remaining movement of the avatar before and after; not to mention voice chat) that need to be more or less in sync with gestures; the user WILL have an idea when the event was sent. The wall clock DOES matter - certainly when the delay can run up to a whole minute. You are "right" for delays less than a second, and I argue that we should try hard to get the shared experience synchronized within one second IF THE USER(S) SO DESIRE. I already gave you examples where it is notable when the delay is larger, but I guess every example is personal. If YOU don't care that your friends see you bolt for the door and once outside you jump and shout "Whooohooo!", while you really intended to first jump and shout and THEN run for the door, then well-- that is entirely your choice. Now let me, and others, have mine. Another example, your hug: You initiate a hug request (your client already has the needed assets or starts to download them immediately). By the time that your partner clicks 'Ok', your viewer is ready and immediately starts to play the hug. While hugging you say: "Mmmmmmmmmmm, so nice". And YOU don't care if your partner sees that text while they don't see you hugging yet; others do however. Because others DO, we NEED support in the protocol to know when other clients are ready (at least, have all the needed data cached; any other delay is too short to be bothered with-- I'm with you on that then). -- Carlo Wood <carlo@alinoe.com>
- [ogpx] Limits to interoperability of scripted obj… Morgaine
- Re: [ogpx] Limits to interoperability of scripted… Joshua Bell
- Re: [ogpx] Limits to interoperability of scripted… Morgaine
- Re: [ogpx] Limits to interoperability of scripted… Lawson English
- Re: [ogpx] Limits to interoperability of scripted… Joshua Bell
- Re: [ogpx] Limits to interoperability of scripted… Carlo Wood
- [ogpx] Synchronization of gestures (was: Limits t… Carlo Wood
- Re: [ogpx] Limits to interoperability of scripted… Morgaine
- Re: [ogpx] Synchronization of gestures (was: Limi… Carlo Wood
- Re: [ogpx] Synchronization of gestures (was: Limi… Han Sontse
- Re: [ogpx] Synchronization of gestures (was: Limi… Carlo Wood
- Re: [ogpx] Synchronization of gestures (was: Limi… Carlo Wood
- Re: [ogpx] Synchronization of gestures Lawson English
- Re: [ogpx] Synchronization of gestures Carlo Wood
- Re: [ogpx] Synchronization of gestures (was: Limi… Nexii Malthus
- Re: [ogpx] Synchronization of gestures (was: Limi… Carlo Wood