1/21/2024 0 Comments Uncharted meaning![]() I enjoy all of Alanis Morissette songs, but this one just speaks more openly to me. I do think edbear and subwoofer are the closest though. If anyone is in that position here - that person (who thinks they are too good for your love - really isn't good enough to have your love.Īnyway, that was my little rant. It's almost like saying/feeling that the giver's love is not good enough for the recipient and they want nothing to do with it. Based on this I find it shocking to read that the meaning of the song, to some people, is that of a secret admirer revealing a crush and the recipient feeling violated. In my experience, it's very rare to have two people immediately want to pursue a relationship with each other, and therefore one person has a crush on the other and tries to get closer to them to get to know them (ie. The most unique that I read was when it was written that it was about having a secret admirer/crush and the recipient not having asked for that person to have those feelings. It's really interesting to read the interpretations of what the song means to different people. If the song was written for 'City of Angels' (where it appears) then subwoofer's (again on first page) is the best fit.įrom the research that I did into when the song was released, when the movie was released and filmed, and the original intention to never have this song as a single for Alanis - I think subwoofer's post is the most accurate. I think edbear's interpretation (on the first page) is the closest, in my opinion, to what I think the song is about. "I don't think you unworthy of my love.I just need to think about this before I plunge right in."Īnd then I like to think that the sudden crash of the music back to the heavy stuff is her deciding, plunging in dramatically, and ultimately being happy. ![]() "I know you think you love me, but you don't! You think you know love? You think you've ever experienced anything like MY love before? You have to stop! This is not allowed!" And the music crescendos and builds until. And you must really like to make me squirm and feel all uncomfortable, right? But I am NOT interested. At first, she's like "Yes, thank you I'm flattered. ![]() Maybe she's been hurt in the past, or she's not ready for something so serious. Also, it won't make a game have higher average FPS "most of the time", it'll just stomp out the drops if they were caused by the latency between the program asking for an effect, the compiler having to do it on the fly and then the GPU compute the result.Actually, I think it's written from someone who has an admirer, but she is fighting it. I know you already understood it, but think of it as the computer needing to consult the yellow pages to call a number, against already having the number they need on fast dial. Devs can either do this loading business deal one time, the first time you boot up the game, every time you reach a new section or do it each loading. The caveat of doing it like that is having to store cache/data for the computed shaders and longer loadings. But with shaders this often leads to slowdown and stutters, specially if it's the first time the program has to compute that effect, or if it's been a while since it did. On-the-fly is always theoretically better if the hardware is able to pull it off, which is why they implemented it like that with DirectX 12. Ideally, this would still drastically reduce shader compiling visibility for users (and it says developers too, which is nice because I've seen the developer compiling time and I imagine that's a headache unless you really like going out for coffee breaks.)Ĭlick to expand.Yes, that's the point of doing it like that. Reducing the queue will help and in an ideal situation they'd que before the user notices the placeholders, but shaders take as long to compile as they take and modern games use a lot of shaders, so if the game elements come up before the compiling is done, you'll still get the same pops. Epic coming up with a fix for the long shader compilation process inside its Unreal Engine, that'll be great for UE projects, but probably doesn't help whoever's porting Naughty Dog or other console previously-exclusive games to PC (unless that method Epic utilizes can influence how other developers approach the situation in their proprietary engine project.)Īnd technically, when I say "fix", Epic isn't necessarily "fixing" the problem, looks like they're optimizing the compiler process so that it better prioritizes the shaders needed at the time of visibility/usage. Sure, I'm just talking about this particular implementation.
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