History Main / OurGraphicsWillSuckInTheFuture

3rd Jan '17 3:43:29 AM Ulrik54
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Arguably can be [[JustifiedTrope justified]] in a scenario when functionality is preferable to looks. After all, the last thing you want to see on the screen of your spaceship's on-board computer in the middle of a crucial operation is a graphics driver error. This is TruthInTelevision in a surprising number of cases, where complex graphics are not only unnecessary, but are actually a hindrance, or even ''dangerous''.

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Arguably can be [[JustifiedTrope justified]] in a scenario when functionality is preferable to looks. After all, the last thing you want to see on the screen of your spaceship's on-board computer in the middle of a crucial operation is a graphics driver error. This is TruthInTelevision in a surprising number of cases, where complex graphics are not only unnecessary, but are actually a hindrance, or even ''dangerous''.
''dangerous''. (Although in the future, [[TechMarchesOn our graphic cards will probably be way better]])
15th Dec '16 6:47:55 AM ScorpiusOB1
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** There are other concerns that keep computers in space slower as well. The first is the problem of cooling; while space is extremely cold (2.7K), the only cooling available is very slow thermal radiation (fans don't work in a vacuum), so operating temperatures have to be minimized. The second is the sheer amount of radiation shielding and/or redundancy in design required to keep delicate electronics from being fried outside the natural protections we have on Earth (the atmosphere, magnetic field, etc). This also adds to the cooling problem - you can put your computer inside a lead box to prevent charged-particle radiation from scrambling the memory, but then the lead acts as a insulator...

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** There are also other concerns that keep computers in space slower as well. The first is the problem of cooling; while space is extremely cold (2.7K), the only cooling available is very slow thermal radiation (fans don't work in a vacuum), so operating temperatures have to be minimized. The second is the sheer amount of radiation shielding and/or redundancy in design required to keep delicate electronics from being fried outside the natural protections we have on Earth (the atmosphere, magnetic field, etc). This also adds to the cooling problem - you can put your computer inside a lead box to prevent charged-particle radiation from scrambling the memory, but then the lead acts as a insulator... and finally, spacecraft components are ''expensive'', as they're built at best in very small numbers (to have spares to test what has failed when something goes wrong up there), and updating a component may even mean a more or less through redesign of the spacecraft to account for things that may differ as power consumption, mass, etc.
8th Dec '16 6:56:30 PM WillKeaton
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* As of the 2010s, UI design languages are moving towards simpler, 'flatter' appearances. The "Flat Look" is High Modernist, in the style of Scandinavian decor, Midcentury Modernism, and Frank Lloyd Wright, so it only really appeals to people who agree with the ideological premises that underlie High Modernism (Better Living through Science, Ornament is Crime, unlimited resources, infinite growth, secularism, narrow gender roles, etc.). And High Modernism looks simple, but is actually very hard to do right; within software, only Apple really does it well. (Google makes children's books and thinks they're High Modern; Microsoft is just mediocre at all this, and Metro is widely disliked, at least by fans of last generation's Aero.) But the Flat Look is easy on the battery lives of mobile devices, it gives better performance even on desktops (Microsoft Aero was pretty, but it was embarrassingly slow), and there might be other factors involved, too. One [[http://daringfireball.net/2013/01/the_trend_against_skeuomorphism theory posits]] that earlier, more visually complex UIs were designed to compensate for lower screen resolutions, and trying to scale these items up takes a lot of work or produces ugly results. (Lower screen resolutions, when these UI elements are mostly used on phones? Possibly so: mid-2010s desktops have much higher resolutions than even 10 years ago, and so do mid-2010s phones.)

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* As of the 2010s, UI design languages are moving towards simpler, 'flatter' appearances. The "Flat Look" is High Modernist, in the style of Scandinavian decor, Midcentury Modernism, and Frank Lloyd Wright, so it only really appeals to people who agree with the ideological premises that underlie High Modernism (Better Living through Science, Ornament is Crime, unlimited resources, infinite growth, secularism, narrow gender roles, etc.). And High Modernism looks simple, but is actually very hard to do right; within software, only Apple really does it well. (Google makes children's books and thinks they're High Modern; Microsoft is just mediocre at all this, and Metro is widely disliked, at least by fans of last generation's Aero.) But the Flat Look is easy on the battery lives of mobile devices, it gives better performance even on desktops (Microsoft Aero was pretty, but it was embarrassingly slow), and there might be other factors involved, too. One [[http://daringfireball.net/2013/01/the_trend_against_skeuomorphism theory posits]] that earlier, more visually complex UIs [=UIs=] were designed to compensate for lower screen resolutions, and trying to scale these items up takes a lot of work or produces ugly results. (Lower screen resolutions, when these UI elements are mostly used on phones? Possibly so: mid-2010s desktops have much higher resolutions than even 10 years ago, and so do mid-2010s phones.)



** Antiquated, reliable software, often written in antiquated, reliable languages (Ada in particular), is particularly common in militaries, making the StarWars page header something close to TruthInTelevision.

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** Antiquated, reliable software, often written in antiquated, reliable languages (Ada in particular), is particularly common in militaries, making the StarWars ''StarWars'' page header something close to TruthInTelevision.
4th Dec '16 2:34:54 PM KeithM
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** A similar example are the graphics used in sports broadcasts (a "score bug"), with baseball being a prime example. If someone walked by a television showing a Major League Baseball game with the sound off, they can, with a few numbers and some symbols located in the corner of the screen, immediately know who's playing, the score, what inning and what half of an inning the game is in, how many out, how many on base, the count on the batter and (if a playoff) what the series standing is.

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** A similar example are the graphics used in sports broadcasts (a "score bug"), with baseball being a prime example. If someone walked by a television showing a Major League Baseball game with the sound off, they can, with a few numbers and some symbols located in the corner of the screen, immediately know who's playing, the score, what inning and what half of an inning the game is in, how many out, how many on base, base (and what bases are occupied), the count on the batter and (if a playoff) what the series standing is.
4th Dec '16 2:33:53 PM KeithM
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Added DiffLines:

** A similar example are the graphics used in sports broadcasts (a "score bug"), with baseball being a prime example. If someone walked by a television showing a Major League Baseball game with the sound off, they can, with a few numbers and some symbols located in the corner of the screen, immediately know who's playing, the score, what inning and what half of an inning the game is in, how many out, how many on base, the count on the batter and (if a playoff) what the series standing is.
3rd Nov '16 10:44:19 AM Gemser
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Added DiffLines:

* ''Film/SpaceMutiny'' simulates the fighting space ships in the beginning with very primitive vector graphics that only show a vague resemblance to their counterparts.
19th Oct '16 6:45:04 PM Saber15
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Added DiffLines:

* ''Videogame/PlanetSide'' uses this for its virtual reality training areas for soldiers to experiment with new equipment before unlocking it. In the first game, objects in the VR had thick outlines and the terrain was super low-resolution and overlaid with wireframe. In the second game, objects look just like real life up close but beyond a few hundred meters the world fades away to black-and-white wireframe.
9th Sep '16 11:02:33 AM DanaO
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* In ''Series/KnightRider'', all of KITT's "complex" displays are source listings of BASIC programs.

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* In ''Series/KnightRider'', all of KITT's "complex" displays are source listings of BASIC programs. Given that the software is non-commercial, intended for use by a single trained user, and designed by a very small team to interface with custom hardware at a time with a shortage of third-party cross-platform GUI libraries, a text display was quite realistic for the period, of course - but that doesn't mean it was chosen as a result of the staff [[ShownTheirWork doing their homework]].
1st Aug '16 4:06:36 AM Morgenthaler
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* {{Foundation}}, set thousands of years in the future in a galaxy-spanning empire with colossal starships and pocket-sized nuclear power plants, makes a big deal about a shipboard navigation computer with ''graphics''.

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* {{Foundation}}, ''Literature/{{Foundation}}'', set thousands of years in the future in a galaxy-spanning empire with colossal starships and pocket-sized nuclear power plants, makes a big deal about a shipboard navigation computer with ''graphics''.
17th Jul '16 12:16:15 PM OldBlindTrope
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* Many companies still use old software because everyone is already trained on it and it is reliable. A potential time traveler going forward in time from the past may indeed think this trope when visiting a company.
* Generally any "gaming" tool not part of the game package or intended for public use (like server or mod tools, level creators, etc) use the default Windows interface because they're designed for utilitarian purposes and people who know what they're doing prefer to not have the game's full visuals eating up computing resources.

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* Many companies still use old software because everyone is already trained on it and it is reliable.it's reliable -- and because most attempts to rewrite an old, established, poorly-documented (and they are always poorly-documented) system in a new language are expensive failures. A potential time traveler going forward in time from the past may indeed think this trope when visiting a company.
** Antiquated, reliable software, often written in antiquated, reliable languages (Ada in particular), is particularly common in militaries, making the StarWars page header something close to TruthInTelevision.
* Generally any "gaming" tool Game tools not part of the game package package, or primarily intended for public use (like server or mod tools, level creators, etc) internal use, normally use the default Windows interface because they're designed interface; think of the difference between the Elder Scrolls games and the Elder Scrolls Creation Kit, or the average server-based game and the average server-based game-hosting interface. Tools like this are meant primarily for utilitarian purposes and people who know what they're doing prefer are used to not have the game's full visuals eating up computing resources.game and possibly bored by having worked on it for so long; they need the best performance they can get, and don't need to spend so much time and effort on graphics.
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