---
- KVRAF
- 35403 posts since 14 Sep, 2002 from In teh net
-
- KVRAF
- 35569 posts since 11 Apr, 2010 from Germany
mumpcake wrote:It's hard to believe that there could be a team dedicated to GR full time which has shown so little progress. In virtually every other company, any such team that had been so unproductive would have been let go years ago.EvilDragon wrote: Lots of hearsay. GR team still exists and has employees at NI. Believe it or not.
Maybe "GR Team" not a very accurate name and the developers on that team spend most of their work on other projects. After all, NI is a German company and Germany is the source of one of the worst misnomers of all time.
Mmh... no.. no, i won't ask what that is all about.mumpcake wrote:I should have said "associated with" instead of "the source of", but Germany from 800- to 1806 formed the bulk of a region which Voltaire pointed out "was in no way holy, nor Roman, nor an empire".
-
- KVRAF
- 1688 posts since 29 Sep, 2013
Cause of Driver Reaktor's block?chk071 wrote:Sure, why not?I'm Ant wrote:while I'm here is there any point in buying Driver if I already own Reaktor 6?
Don't know, I don't have Driver.
So what's the difference, they look rather the same.
- KVRAF
- 6992 posts since 28 Dec, 2015 from Atlantis Island
Good question...Mushy Mushy wrote:And what the actual f*ck does that have to do with a software release in 2018?mumpcake wrote:I should have said "associated with" instead of "the source of", but Germany from 800- to 1806 formed the bulk of a region which Voltaire pointed out "was in no way holy, nor Roman, nor an empire".
But to solve the historic riddle:
Germany as we know it (more or less) was founded 1871. There was no 1000 year history. That‘s just a fantasy of really evil guys back in 1936. So let‘s stop the bashing of Germany. We can do this far better by ourselves...
https://sonograyn.bandcamp.com/music Experimental Ambient
https://martinjuenke.bandcamp.com/music Alternative Instrumental
https://martinjuenke.bandcamp.com/music Alternative Instrumental
-
- KVRAF
- 3372 posts since 2 Oct, 2004
It may be worth starting again from scratch like they did with Battery.bungle wrote:Because the developers of GR left NI many moons ago and paying for somebody else to get up to speed with the development is probably not commercially viable, they are in the business of making money, not friends.SLiC wrote:There were so many really good effects in Guitar Rig, why didn't they just update that (and call it FX Rack!!)
Who was the developer of guitar rig?
Orion Platinum, Muzys 2
- KVRAF
- 1676 posts since 3 Aug, 2017 from San Diego, CA
Maybe convert the next release of ReplikaXT to vector graphics then?julian_NI wrote:ThanksElevated_being wrote:
Hi Julian, the FXs sounds great. Ill definitely upgrade to the full pack at some point. Also want give praise to Replika XT. Just love it! Do you have any information regarding it getting scaleable UI like the mod packs?
/Jesper
Replika/XT are bitmap based GUIs. It’s possible to add scaling, but it would require redoing all the assets at different resolutions. It’s quite a bit of work. That’s why we moved to vector graphics for the Mod and Crush Packs, as we get the scaling almost for free.
-
- KVRAF
- 4195 posts since 2 Jul, 2005
Well that's awesome... I wish they would do some instruments that weren't reaktor based. I'd already have trk-01 if it was a standalone plugin.aMUSEd wrote:Proper plugins
Don't F**K with Mr. Zero.
-
- KVRer
- 13 posts since 14 Jun, 2018
Alas, things are rarely that simpleTappistry wrote:Maybe convert the next release of ReplikaXT to vector graphics then?julian_NI wrote:ThanksElevated_being wrote:
Hi Julian, the FXs sounds great. Ill definitely upgrade to the full pack at some point. Also want give praise to Replika XT. Just love it! Do you have any information regarding it getting scaleable UI like the mod packs?
/Jesper
Replika/XT are bitmap based GUIs. It’s possible to add scaling, but it would require redoing all the assets at different resolutions. It’s quite a bit of work. That’s why we moved to vector graphics for the Mod and Crush Packs, as we get the scaling almost for free.
The skeuomorphic design in Replika/XT isn’t well suited to vector graphics. If you did some kind of automatic conversion of the assets, you’d end up with crazy complicated multi-layered vectors which would tank graphics performance. It basically would need a ground-up redesign using the simpler elements that work well in a vector context. We definitely hear you on scalability being important, but I just wanted to make clear that it involves a significant time investment not just hitting a switch somewhere.
At least, that’s how I understand the situation. I’m a DSP guy not a GUI guy.
Last edited by julian_NI on Mon Jun 18, 2018 5:47 am, edited 1 time in total.
- KVRAF
- 2232 posts since 23 May, 2005 from West Country, UK
But NI is going to commit to making that time investment to either multiple bitmaps or vectors I hope ? If smaller and far more impecunious devs recognise that they need to do it then surely a massive company like you guys can manage it, yes ?julian_NI wrote:Alas, things are rarely that simpleTappistry wrote:Maybe convert the next release of ReplikaXT to vector graphics then?julian_NI wrote:ThanksElevated_being wrote:
Hi Julian, the FXs sounds great. Ill definitely upgrade to the full pack at some point. Also want give praise to Replika XT. Just love it! Do you have any information regarding it getting scaleable UI like the mod packs?
/Jesper
Replika/XT are bitmap based GUIs. It’s possible to add scaling, but it would require redoing all the assets at different resolutions. It’s quite a bit of work. That’s why we moved to vector graphics for the Mod and Crush Packs, as we get the scaling almost for free.
The skeuomorphic design in Replika/XT isn’t well suited to vector graphics. If you did some kind of automatic conversion of the assets, you’d end up with crazy complicated multi-layered vectors which would tank graphics performance. It basically would need a ground-up redesign using the simpler elements that work well in a vector context. We definitely hear you on scalability being important, but I just wanted to make clear that it involves a significant time investment not just hitting a switch somewhere.
-
- KVRer
- 13 posts since 14 Jun, 2018
You’re asking the wrong guy about that. I’m just a dev, and can’t tell you anything about how we’re going to invest our time. That’s not up to me. All I can tell you is what I know about the effort involved so that you have some contextlnikj wrote:But NI is going to commit to making that time investment to either multiple bitmaps or vectors I hope ? If smaller and far more impecunious devs recognise that they need to do it then surely a massive company like you guys can manage it, yes ?julian_NI wrote:Alas, things are rarely that simpleTappistry wrote:Maybe convert the next release of ReplikaXT to vector graphics then?julian_NI wrote:ThanksElevated_being wrote:
Hi Julian, the FXs sounds great. Ill definitely upgrade to the full pack at some point. Also want give praise to Replika XT. Just love it! Do you have any information regarding it getting scaleable UI like the mod packs?
/Jesper
Replika/XT are bitmap based GUIs. It’s possible to add scaling, but it would require redoing all the assets at different resolutions. It’s quite a bit of work. That’s why we moved to vector graphics for the Mod and Crush Packs, as we get the scaling almost for free.
The skeuomorphic design in Replika/XT isn’t well suited to vector graphics. If you did some kind of automatic conversion of the assets, you’d end up with crazy complicated multi-layered vectors which would tank graphics performance. It basically would need a ground-up redesign using the simpler elements that work well in a vector context. We definitely hear you on scalability being important, but I just wanted to make clear that it involves a significant time investment not just hitting a switch somewhere.
- KVRAF
- 2232 posts since 23 May, 2005 from West Country, UK
It was worth a try If you are ever standing around the coffee machine with one of the bean counters please let them know that the natives are restless Cheers.julian_NI wrote:You’re asking the wrong guy about that. I’m just a dev, and can’t tell you anything about how we’re going to invest our time. That’s not up to me. All I can tell you is what I know about the effort involved so that you have some contextlnikj wrote:But NI is going to commit to making that time investment to either multiple bitmaps or vectors I hope ? If smaller and far more impecunious devs recognise that they need to do it then surely a massive company like you guys can manage it, yes ?julian_NI wrote:Alas, things are rarely that simpleTappistry wrote:Maybe convert the next release of ReplikaXT to vector graphics then?julian_NI wrote:ThanksElevated_being wrote:
Hi Julian, the FXs sounds great. Ill definitely upgrade to the full pack at some point. Also want give praise to Replika XT. Just love it! Do you have any information regarding it getting scaleable UI like the mod packs?
/Jesper
Replika/XT are bitmap based GUIs. It’s possible to add scaling, but it would require redoing all the assets at different resolutions. It’s quite a bit of work. That’s why we moved to vector graphics for the Mod and Crush Packs, as we get the scaling almost for free.
The skeuomorphic design in Replika/XT isn’t well suited to vector graphics. If you did some kind of automatic conversion of the assets, you’d end up with crazy complicated multi-layered vectors which would tank graphics performance. It basically would need a ground-up redesign using the simpler elements that work well in a vector context. We definitely hear you on scalability being important, but I just wanted to make clear that it involves a significant time investment not just hitting a switch somewhere.