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Photoshop’s journey to the web

web.dev

181–190 of 203 posts

Re: Photoshop’s journey to the web

#181
post #164

Earlier quoted context omitted.

> I've been working in games for the better part of a decade, at AAA scale for the last three years, and this is pure fantasy. Maybe we should stop caring for AAA games then? What happened to gameplay instead of "this new game has 10% more detailed graphic assets"?

Well, I'm a gameplay programmer and I seem to always be busy somehow, so idk maybe you need to play different things?

A, the 'individual example supposed to refute general trend' fallacy...

As if I said/meant that gameplay-based games didn't exist (as opposed that the industry and market has a heavy AAA/get newest GPU/ emphasis).

Not to mention that AAA light on gameplay and full on assets also hire gameplay programmers. It's not about gameplay programmers being busy, or gameplay-heavy games existing.

It's about having many more gamers stop chasing graphics to the detriment of gameplay - or in fact, stop chasing graphics, period.

Re: Photoshop’s journey to the web

#182
post #114

Earlier quoted context omitted.

You can still get pirated versions of CC everywhere. Adobe didn’t act like they had the benefit of their users in mind in recent years, so there’s no reason to give them the benefit of the doubt.

If your reason for not wanting web is "I can't pirate it anymore", I don't have a lot of sympathy for you. And it's probably not even true. With a web app like this which is mostly client side, it will probably become possible to rip it and host it on non-Adobe servers or package it up with a local web server. Especially if they offer an offline mode. I imagine pirate groups are already starting to think about buildi…

I‘m not condoning piracy (cue for exceptions like defunct license servers), I merely tried to ponder why I don’t think this change is for the benefit of the user and what its purpose is. I don’t know whether it will be as easy to pirate, but it certainly is a step to give users even less control over their (the user’s) software.

Re: Photoshop’s journey to the web

#183
post #39

Earlier quoted context omitted.

The present subscription model and the prospect of where an entirely web-based equivalent will lead. Also, most of the people I know who use Creative Suite have absolutely zero need for any of the recent multi-user / social/web-based functionality. I've never in my twenty-plus years in design needed it and see a decreasing likelihood I would in future either. I appreciate that ages me and marks me as an old fogey, bu…

> The present subscription model and the prospect of where an entirely web-based equivalent will lead. Aka the fact that, regardless of payment model, the latter is basically un-crackable. Photoshop has maintained some popularity, in spite of the SaaS move, because quite a few people can still get it by "sailing the high seas" (some of them pay for a while and then crack, others just get good ol' "releases"). I'm not…

Exactly.

Re: Photoshop’s journey to the web

#184
post #105

Earlier quoted context omitted.

I've been working in games for the better part of a decade, at AAA scale for the last three years, and this is pure fantasy. It is extremely difficult to develop high-quality games for a console, which has fixed hardware specs and a single vendor for the SDK. Any layer of emulation on top of that creates new problems and dilutes every single aspect of performance, sometimes in unpredictable ways. On top of that, buil…

> I've been working in games for the better part of a decade, at AAA scale for the last three years, and this is pure fantasy. Maybe we should stop caring for AAA games then? What happened to gameplay instead of "this new game has 10% more detailed graphic assets"?

Yes, also let's stop going to see Marvel movies and focus on arthouse cinema instead. I'll see you at the next Solaris (1972) screening !

Re: Photoshop’s journey to the web

#185
post #81

Earlier quoted context omitted.

That's not an option for most games. That means I now either need to be online-only with a good enough internet connection and latency to stream this game (a la Stadia but worse since it's not just video) or I need to download it into an offline cache which now brings us back to the same spot.

Traditional MMO games have the same requirements, and it works fine. Some of them also allow starting the game while only a fraction of the asset data has been downloaded and continue downloading while the game is running.

> Traditional MMO games have the same requirements, and it works fine.

I mean, no. I definitely wouldn't want to endure the waiting time I have every time I play some MMO if I'm playing a single player game.

Re: Photoshop’s journey to the web

#186

I'm not at all looking forward the future where "conveniences" provided by operating systems (like consistent GUI styling, preferences, accessibility, etc) are thrown by the wayside and each application effectively re-implements a GUI targeting a canvas "framebuffer".

I wouldn't despair, because if the past serves as a guide, unwritten conventions will be followed by most.

Re: Photoshop’s journey to the web

#187
post #105

WebAssembly is coming for games next. Near native performance, players can join with just a link, and no 30% cut that developers have to deal with.

I've been working in games for the better part of a decade, at AAA scale for the last three years, and this is pure fantasy. It is extremely difficult to develop high-quality games for a console, which has fixed hardware specs and a single vendor for the SDK. Any layer of emulation on top of that creates new problems and dilutes every single aspect of performance, sometimes in unpredictable ways. On top of that, buil…

This is the Innovators Dilemma writ large.

"The technology can never compete", but it gets better every year.

The new Microsoft Flight Simulator is amazing, and they took that same rendering and can stream it to the browser (though not as a game as far as I understand) with Project Anywhere https://developer.nvidia.com/blog/streaming-simulation-and-t...

I'm not saying that WebGL is ready to take on AAA games today, but calling it "pure fantasy" is naive. People will never use a browser on their phones, the internet will never compete with television, electric cars can't take on gasoline, the list goes on and on.

Re: Photoshop’s journey to the web

#188

Earlier quoted context omitted.

I feel your excitement and wish it were true. I'm even building a game to leverage this newly supported tech. The good news is that the tech works really really well and is very performant in the browser. You can do a lot of cool stuff! The bad news is that it's not the tech that is holding back web based game dev. It's the users. Market research and testing has shown that users dislike "just playing" a game in the b…

What engine are you building it with?

Experimented with several. Have used Unity, Godot, and doing my own stuff using Three.js as well.

Mostly prototyping and “spike” research into the key architecture bits to make sure everything will meet my needs.

Re: Photoshop’s journey to the web

#189
post #152
post #4

A polite reminder that the (quite extraordinary) Photopea[0] is available which replicates most of Photoshop's features in the browser, and is free - with a paid ad-free option. 0. https://www.photopea.com/

Discussed in a few past threads: Photopea: A free alternative to Photoshop used by millions of people - https://news.ycombinator.com/item?id=26898836 - April 2021 (5 comments) AMA: Ivan Kutskir, creator of Photopea - https://news.ycombinator.com/item?id=26768550 - April 2021 (267 comments) AMA with the Creator of Photopea - https://news.ycombinator.com/item?id=24143189 - Aug 2020 (6 comments) Reddit AMA on Photopea,…

[deleted]

Re: Photoshop’s journey to the web

#190
post #179
post #111

Earlier quoted context omitted.

Doesn't Nintendo sell a crapload of games written to run on a six year old mobile chip? Seems like there's a plenty large market for non-AAA games.

Yeah, with 3D abilities that no Web 3D API is capable of.

Is NVN all that different from WebGPU?
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