Who and what companies are represented here?

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Michael Wong

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May 8, 2015, 10:55:56 AM5/8/15
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Hi all, for the presentation to C++ Std EWG I like to get a sense of how many companies are here. Can you reply with your company affiliation?
I think I saw Wargaming, EA, UbiSoft. Even if I listed here, please reply anyway with you company affiliation. But I realize your opinion here is your own and  does not necessarily represent those of your company.

Thanks.

Guy Davidson

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May 11, 2015, 5:28:58 AM5/11/15
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I am the Coding Manager for Creative Assembly, wholly owned by SEGA.

Cheers,
G

Alex Darby

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May 15, 2015, 5:33:02 AM5/15/15
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I used to work for Activision (I was a founding member of FreeStyleGames who created DJ Hero & who are now making the new Guitar Hero) I mostly worked on engine, framework, & network code for their in house libraries (which I beleive have changed a lot since I left there 5 years ago..) 

I am now an indie @ www.darbotron.com & was until last September teaching an MSc in Video Game Development heavily focussed on C++ console development in a team context (I left to spend more time making my own games)

Alex

Marcelo Zimbres

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May 15, 2015, 10:01:41 AM5/15/15
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Hi,

I work for the Offshore Numerical Tank, www.tpn.usp.br/ in the
development of a simulator. I am involved mostly with scientific
computing and infrastructure but we also care about real-time
constraints.

Regards,
Marcelo
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Ion Gaztañaga

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May 17, 2015, 3:23:07 PM5/17/15
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El 15/05/2015 a las 16:01, Marcelo Zimbres escribió:
> Hi,
>
> I work for the Offshore Numerical Tank, www.tpn.usp.br/ in the
> development of a simulator. I am involved mostly with scientific
> computing and infrastructure but we also care about real-time
> constraints.

I work on the railway industry, CAF (www.caf.net). We care about
real-time constraints for traction, signalling or other train
control/simulation systems.

Best,

Ion

Michael Wong

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May 18, 2015, 8:55:19 AM5/18/15
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Thanks for the continued email response. I am particularly interested because we are trying to see if there is appetite t oadd "low-latency" to the SG name. It seems there is enough interest in real-time support to justify that given the membership so far ...

Matt Newport

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May 21, 2015, 5:05:19 PM5/21/15
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I was at EA until last November, now an indie working on VR projects.

VR gets closer to 'hard' real-time requirements than the traditional 'soft' real-time requirements in games. The first wave of PC consumer VR is looking like a 90 FPS target which gives 11.1ms to render two eye views. Latency ('motion-to-photons' latency: the time from moving your head to seeing the HMD display update) would ideally be under 20ms, first generation consumer VR will probably not be quite there but is pushing up against it. 

The consequences of dropping frames are much more severe with VR than with monitor or TV display since dropped frames tend to break 'presence' and cause viewer discomfort and even nausea. Too much latency (or unpredictable / variable latency) has similar effects. Overall VR is going to significantly raise the requirements on hitting real-time targets and minimizing latency so I think to low-latency is going to be an increasingly important element of games as VR goes mass market.

Matt.

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Alex Darby

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May 21, 2015, 6:42:55 PM5/21/15
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...*if* VR hits the mass market ;)

Whilst latency is definitely more immediately problematic in VR than regular gamedev; non-dropping 60fps has been a de-facto standard in console games for the last 20 odd years.

There have been many systems (e.g. PS2) where to hit 60fps was essentially mandatory as the visual side effects of dropping at high res interlaced were incredibly ugly (essentially one or more frames of half vertical resolution).

Low latency is definitely a fair descriptor of the one of the key constraints for this theoretical library

:)

Cullen Waters

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Jun 11, 2015, 4:42:57 PM6/11/15
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I'm at Microsoft, in Microsoft Studios

Kevin Molcard

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Jun 12, 2015, 3:16:00 AM6/12/15
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Hi,
I am working for Arturia, www.arturia.com we are in the Music Industry and yes for us low latency and real time is very important.

Best,
Kevin

Gijsbert dos Santos

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Jul 2, 2015, 5:23:30 AM7/2/15
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I'm a developer at Re-Lion, we develop (VR) simulators, level editors, modeling editors and the like.

Regards,
- Gijsbert

Patrice Roy

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Jul 9, 2015, 7:44:38 PM7/9/15
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I'm a professor, and among the various things I do, I've been teaching in the Diplôme de développement du jeu vidéo, at Université de Sherbrooke, for the last ten years It's an elite class of international grad students devoted to game development. I also give advanced C++11/14 classes to people from Ubisoft, Eidos, WB, etc. in Montréal when they have a group that wants an update and some practice in between projects.

Cheers!

Marco Foco

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Jul 28, 2015, 1:06:30 PM7/28/15
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Hi Michael, hi Everybody,

I'll introduce myself here as I discovered this and the SG14 group in the last days, but couldn't find a similar thread there.

I don't have a big affiliation, I'm just a software engineer working for a small Italian company, and I'm quite used to work in coding C++ solutions for signal processing (usually related to low-latency and/or embedded solutions).

I'm not a game developer, but I have some experience with something similar, having been a demoscene coder for a while (~1994-2005), and hopefully I'll get back to realtime computer graphics soon :).

Ciao,
Marco

Nicolas Fleury

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Jun 21, 2022, 10:00:01 AM6/21/22
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Ubisoft (Montreal)
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