There are also studies that show that solar panel above fields can help boost production of both: solar panel get cooled by the plant perspiration and the plant get cooled by the shade of the panel.
I'm sure some would appreciate the shade. Most "free-range" chickens actually live in big enclosed warehouses so they might appreciate some fresh air under solar panels.
Believe it or not, one of the problems deserts have for growing plants is too much sun.
Or rather, too much sun for available water. Installing solar panels high enough that goats don't bump into them, and planting shade-tolerant arid plants, can absolutely support grazing.
Some grasses grow with partial light. With the right inter-panel spacing, could it be that a grazing animal might require more space, but not to an unreasonable degree? (I assume there are other considerations for the pasture...ease of finding the animals, moving them around, etc)
And while I'm thinking about it (and I'm way out of my depth here), but sunlight is a lot more powerful than growlights, is it not? Could power be siphoned to an extent, to supplement growth?
> Poole lasted just five years at Google, which CNBC notes is usually just long enough for any employee's shares attached to hiring to vest
They make it sound like he barely managed to get any stock. That's like saying, "person worked at X for 1 year, just long enough to get 1 year's salary." Well, yeah, but if they left in 11 months they'd get 11 months salary. It's not like if Poole left at 1 year or 4 years or anything in between he would have left with anything different proportionally to his tenure.
Also it doesn't really match with reality, since they'd usually get refresh grants and have a rolling four year window at all times.
The article sounds like the reporter heard a soundbyte about google's typical four year vesting period, and then did zero actual research into what that means.
I don't know--I've heard a lot of people here noting the "4 year cliff" at most tech companies, not just Google. Not all companies give refreshes, and of those that do, it's usually not enough to make up for the initial grant going away.
I left my last job pretty much on the day of my 4 year anniversary because I'd otherwise be taking a 25% comp hit in year 5. It's definitely a thing.
When you initially start at Google, say, you get an RSU grant that vests over 4 years. So for 4 years you are getting your salary and on some schedule also getting stock. The stock can be a quite large portion of your total compensation (as in, comparable to the base salary).
After 4 years, unless you got refresher grants, your compensation is just your salary, so you effectively make less money than during the first 4 years. At that point the incentive is to move to some other company and start the 4-year clock again...
Ok got it! So I guess the only way for Google to keep the best performers is to eliminate this cliff by giving RSU and/or offering a significant pay increase.
I enjoyed Alyx but ... I wish there were more AAA VR games that were not horror (scary) games. I almost didn't make it past chapter 3 of Alyx where you're in the dark with zombies and a flashlight. And, I think I played most of the game from that point on with the sound turned way way down. It's just too intense for me.
I don't know what to suggest. Even Boneworks which is not "horror" is too scary for me. I walk through it with my tension level at 11. I made to chapter 7 before I decided it wasn't worth it to continue.
I don't find there to be much replay value. I played it once, speedran it a few times, and then played it with the developer commentary. I am looking forward to their next VR game and hopefully they don't shove smooth locomotion it last second like they did with Alyx.
I absolutely loved Half-Life: Alyx and always recommend it when talking about VR games. Still, I see what they mean about replay value.
I've played Alyx once and fully intend to play it again with developer commentary. Valve's commentary mode is always a treat. But beyond that I don't see myself coming back to it often. Just like with Portal.
On the other hand, I have played through Half-Life 2 quite a few times. Of course, there are also open world games like Breath of the Wild or Skyrim where I have many hundred hours of time spent.
lol this is true, I guess they meant they didn't replay it as much as they'd like to, or those replays weren't as fun, but to me it seems that playing a single player game multiple times over, doing different things each time, seems like pretty darn good replay value.
I’ve put hundreds of hours individually into most of the Fallout games. There are so many side quests and crazy things that can happen, character options, things to explore, ways to accomplish goals that I can keep going back.
I played Final Fantasy VII Remake twice, because they made the game so you can’t get everything by going though just once and I also wanted to get the PS trophies. So I replayed it, though I found it tedious and annoying at times. I don’t remember how many hours I spent but certainly under one hundred.
I’ve replayed all these games, but I wouldn’t say the latter has replay value.
I have thousands of hours in TF2, but less than 50 in Alyx. A game with good replay value has me coming back to play it day after day. A single player game like Alyx is going to have worse replay value, but that doesn't mean I think the game is bad.
I think smooth locomotion is an unfortunate reality of current VR hardware; If most of your userbase gets uncomfortable from non-smooth locomotion, it makes sense to design for the smooth locomotion as a first-class experience.
BTW you are backwards smooth locomotion is where you move around with a joystick.
Most of the user base doesn't get sick from smooth locomotion though. Maybe teleport was better back when the project started in 2016, but in Q1 2020 especially after boneworks which came out in Q4 2019 people would see Alyx as dated. Smooth locomotion wasn't even in the game from a Q4 2019 build of the game. Continuous turning didn't even make it in until after the game was released.
I have no stake in this, but at the mention of Photoshop I have to say...I bought Affinity Photo a couple weeks back, and it's fantastic. Runs without issue on my underpowered MacBook Air, and cost less than $40. I'm super happy to see such a strong competitor in this space.
I'm a pilot (recreational, and my license is not current). Although I've never personally seen a UFO, I've heard enough stories to believe it (not implying alien but nobody seems to know what they are). I've never once recorded anything while flying, ever. And I don't know anybody who ever records while flying (I don't mean for long periods of time, I mean at all). Why would I ever think to do that?
By the time I see the thing and pull out my phone it's already gone before I can hit record (unless it's really slow I guess, but those reports are much less common).
>> Although I've never personally seen a UFO, I've heard enough stories to believe it.
Reminds me of growing up in fundamentalist religious communities where it was commonplace to hear of physical miracles. All sorts of people had stories of God healing people for example. And yet it never happened around me or on film, despite me spending over a thousand hours at religious services as the like.
Eventually I realized many people are just willing to believe things and succumb to simple cognitive biases.
...because one has seen UFOs in the past, and wants to capture them?
If I went on a walk through the woods behind my house and saw Bigfoot, I would probably carry a camera next time I went walking behind my house to try and get a picture of bigfoot.
I'm not sure how many people have claimed to see a UFO more than once. Sure, after the first time you might. But you're not thinking about it beforehand.
Also how many thousands of hours of flying and not seeing anything interesting do I have also add another thing I have to focus on when it will likely last only a few seconds and I can never guess when? I don't need another distraction while flying.
Pilots claiming to see these aren't typically trying very hard to convince others that they're real (or at least I've never met any, they're often hesitant to bring it up at all for fear of being labeled crazy). They're just reporting what they saw. So most really don't have much incentive to bother with installing a GoPro on their flights.
Yes, if my goal were to prove the existence of these things what you're saying makes sense. But my goal is to fly the plane to wherever I'm going.
> And I don't know anybody who ever records while flying (I don't mean for long periods of time, I mean at all). Why would I ever think to do that?
The joys of having radio control. As a driver, I find a dash camera very valuable for the rare occasions I've needed it, but maybe pilots think "radio control knows where everyone is flying, and even if there's any accident, the black box will survive. That's all I need".
Many private pilots have GoPro's mounted on their cockpits or even on their wings.
A380 has camera on it's tail, aerodynamic external camera system mounts are can be installed in almost all Airbus and Boeing models. Passengers have cameras.
There are satellites with radar, IR and visual range looking downwards.
Usually it's all or nothing: a place unionizes, everyone is a member of the union. Technically, you could say "no I'm not going to be a member". But you're still part of what is called the bargaining unit. In some cases it is even possible to opt out of the union dues... there was a Supreme Court case about it recently that came down on the side of allowing opt-out, but I don't know the full extent/ramifications of that ruling.
Stadia is free if you're happy with 1080p, and you purchase games on top. The pro subscription is around $10/month, but adds 4k res and a few new games every month.
I'm not him, but looking at the other markets this "democratisation of creativity" has happened in, it seems like we're going to get more of the patronage model where the professionals and better hobbyists can individually put their work up for subscribers with some free content as advertising.
I don't know how this will work with board games which have physical products that need creating and sending. It might be the right place for distributed "print shops" with card printers, 3D printers, and laser cutters to provide the actual game pieces.