Fascinating perspective. So also is revenue per employee per hour.
Apple $232.80 (125,000 employees)
Amazon $46.79 (560,000)
Google $183.53 (85,000)
MSFT $102.82 (131,300)
Intel $83.96 (106,000)
FB $256.00 (25,000)
NFLX $351.85 (5,400)
Revenue generated each hour:
Apple $29.1 million per hour
Amazon $26.2 million per hour
Google $15.6 million per hour
MSFT $13.5 million per hour
Intel $8.9 million per hour
FB $6.4 million per hour
NFLX $1.9 million per hour
@jonerlichman
ohai :) so as of 7 Feb I'm no longer doing VR at Valve - if I left your question unanswered or your bug unfixed, DM or natbro
@gmail
.com - happy to help connect you with good folks still there! kthxbye!
Graphs of peak VR players count on Steam across the last months. That peak in the end is so satisfying to be seen...
source:
@reddit
#VirtualReality
#VR
#gaming
"Over time, the best entrepreneurs, developers, and investors have become wary of building on top of centralized platforms. We now have decades of evidence that doing so will end in disappointment."
I am reminded of the first macOS eGPU I built at Valve in 2016. It protruded from its case and instead of a power button I jammed a paper clip jumper across ATX 20/24. I recall being told it was the ugliest piece of hardware that had ever sat on a particular conference table.
ML is the new Moore’s Law, it feels to me. If you haven’t ever simulated (or debugged or performance optimized) physics interactions in graphics or games this might not seem astonishing. But it is astonishing. 300-4000x speedup with a few MB impact?!
Results from our new paper on data-driven physics simulation for games. Produces 300 to 4000 times speedup over standard physics simulations by combining Machine Learning, subspace simulation, and lots of training data!
based on your feedback (thank you!), on latest macOS Sonoma betas... if the HUD blocks your view, toggle it on/off with SHIFT+F9 (might be SHIFT+FN+F9 on your keyboard), change its alignment with SHIFT+F7, and toggle logging on/off with SHIFT+F8.
i'm looking forward to continuing to work on my obsessions by focusing on all applications of graphics, and working with any of you using graphics on Apple platforms :) /END
Also new this year in iPadOS 14, low-level keyboard & mouse APIs including delta-mouse events & pointer locking. Can't wait for to play the games you all can now bring to iPad! WASD FTW!
SteamVR Unity Plugin v2.2.0 is now live on the Unity Asset Store! This brings support for Unity 2018 and 2019a, blending to precreated skeleton poses, indexer style action access, string based action access, and a documentation site!
ohai, yeah, I don't just work on VR - having fun helping bring up Valve game engines on mobile. if you are an awesome iOS or Android engineer, DM me or natb
@valvesoftware
.com, we're always hiring.
Omg
#ProudDad
congrats kiddo,
@MrZulubo
- you have worked so hard for so many years, I’m floored. Also that hummingbird boss keeps killing me :( and the lava boss :(
Soon after Zach first played Yoshi's Story on the Nintendo 64 with me when he was 3, we were pretty sure he was going to build video games. I couldn't have imagined he'd build Vertigo and Vertigo 2 - it's been amazing to watch and playtest! Congratulations
@MrZulubo
!
fascinating anecdote! reminds me of the emulation scene and how challenging it is to "simply port" old PC games to 64-bit, new graphics APIs, etc. many teams, source code, tools, and knowledge are simply gone. for many games we just have this binary artifact.
games and AR/VR push systems really, really hard. so making games & AR/VR content work well makes platforms better for all types of software. often games spin off new UX concepts, or the game hardware supply chain (like GPUs) ends up powering completely new solutions like AI/ML.
using GPTk and seeing graphical glitches, unusual performance or input problems?we want to hear about them! A screenshot or video with HUD showing, sysdiagnose, and information about the game and where you are in it would be great - .
googling how to use the 'lipo' tool to 'extract' an arm64 section of a 'fat' binary is the most horrendous search gone wrong I have ever accidentally done.
Great thread about the birth of VR and also about
@Valve
. Someday I’ll blurb, too. Happy New Year,
@tom_forsyth
- I enjoyed reading all your commits
@valve
:)
In 2010 I was in my third year at Intel and Larrabee was well under way. Knights Ferry had been designed, built, debugged and was finally shipping to folks. I was finishing up on the features of the next one in the series, Knights Corner, /1
these are so good, btw - if you aren't sure how to get started in AR/VR... or game development for mobile or PC... or just about anything involving programming, check out
@rwenderlich
tutorials. 💯
AR/VR Week: This week only, Unity AR & VR by Tutorials is 25% off. It covers:
-ARFoundation
-HTC Vive
-Oculus Rift
-VRTK
-Windows Mixed Reality
-And much more, including how to create fluid user UI!
yep - SteamVR was designed to support any headset, any kind of tracking, any manufacturer - when new HMDs have unfettered access to existing content, that's a win for content creators and gives new HMDs lots of test content.
ohai, here’s another cool project we’ve been working on. use it right away with Steam on your Mac or Bluetooth-enabled PC. use it soon on mobile with the Steam Link app.
Today MoltenVK is released in the standard Vulkan SDK as a free of charge and open-source
#Vulkan
implementation for
#macOS
and
#iOS
.
Targeting Vulkan for macOS is now a reality, as Dota 2 will show.
True rough story. Lessons learned all around. What a meeting - we got 1:45 with Steve and had been scheduled for maybe :30. Our miss definitely wasn’t all on Ali though - we had all discussed the approach and knew our numbers. Ah youth :)
As the world celebrated Steve Jobs’s life last week, I recalled a lesson he taught me. My one meeting with Steve didn’t end well. It’s one of my most painful memories, and a warning to startup CEOs about the danger of taking hype too far. Here’s the story. (1/n)
@renssies
@SteveMoser
Test away. Lmk if you hit any issues. With both paired, hold the bottom face buttons (left “capture”, right “home”) for a few seconds to join the Joy Cons into one controller and do it again to split them.
VR folks - the update to The Lab for hand-presence and audio is amazing and subtle. Truly next-level VR with Index. Amazing work,
@zite00
and
@MrZulubo
- and can't forget
@Shadow_Knights_
for help kicking off this huge upgrade.
platform ecosystems - a virtuous cycle of the platform improving, developers making software for the platform which in turn attracts more customers to the platform. i love working with developers because, hey, i'm a developer.