A Quote by Timothee Besset

Most of the network related programming in games has to do with providing a good interactive experience when playing over the internet. This matter is very different from serving web pages. The primary concern there is to handle connection latency, latency fluctuations, packet loss and bandwidth limitations, and pretty much hide all of that from the player's experience.
Essentially, we're always trying to reduce latency. As you try to reduce the latency of the experience, you can only get it down so far before we start running into the limitations of game engines, computing, the intensity of the experience you're trying to compute.
When you have an audience that embraces you that much, you really want to give them your best. It becomes a really interactive experience instead of just playing a show to random people - there's a connection.
The Forbidden Room and Seances are related. Both of them are made up of lost film matter adapted through the medium of me and Evan, but the way they present themselves is totally different. One of them is this big Russian nesting doll of movie narratives and the other is much shorter experience on the internet.
You can't really take a vinyl record player on a plane so you're not going to have the same experience, but if you walk yourself away and allow yourself to experience these different moments with music, you're so much richer in experience for that. That's what I believe.
There has been evolution in my work. In the beginning I was very much busy with the physical body and the limits of the physical body but that somehow naturally led me to the mental body and how I could deal with that. Stillness is so much harder, especially for three months. It was a big challenge. As a performer it is the most difficult experience one can have. And the interactive experience with the public made it even harder.
The story of the growth of the World Wide Web can be measured by the number of Web pages that are published and the number of links between pages. The Web's ability to allow people to forge links is why we refer to it as an abstract information space, rather than simply a network.
Oculus really started popularizing a new approach using cellphone screen technology, a wide field of view, and super-low-latency sensor tracking. It's not crappy stuff that doesn't work and makes everybody sick. When you experience Oculus technology, it's like getting religion on contact. People that try it walk out a believer.
Brain cancer has a latency in the population of 40 years.
Tomorrow lurks in us, the latency to be all that was not achieved before.
We want playing our games to entertain people on many different levels. Deeper down, I want to make a connection with the player, and it's the way, to me, of saying to the person playing the game that they're not alone in the world.
Computer programming has been traditionally seen as something that is beyond most people - it's only for a special group with technical expertise and experience. We have developed 'Scratch' as a new type of programming language, which is much more accessible.
The format's limitations are its strengths. We can't show you the monster, but why would we want to? Your imagination is a darker and scarier place than anything that can get generated on a computer. Asking the audience to use their imaginations makes it a much more personal and interactive experience.
That is what the blueprint for this time is about. We're leaving behind the limitations and the illusion of the struggle. We're moving much more into having a very different experience now on the Earth plane with our sacredness.
On stage you never watch yourself. You just experience it, and then you go home, and you feel pretty good if you gave a pretty good performance or crappy if you didn't. But in TV and film, you actually have to experience it while you're doing it, and then you have to watch it. And then when you're watching it, you watch it with a different sensibility than how you experienced it.
My belief is that if there are already games that other developers are putting out that are satisfying to the player, with great action or an excellent story, then I desire to create something different - a different type of experience.
The consumer likes having a brand-new experience and reliving it over and over again. If you create the right type of experience, that also happens in video games.
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