Wormholes & Portal 2 - Sixty Symbols

The Sixty Symbols team takes on Portal 2.
EmptyFriendsays...

>> ^Lithic:

Wow, that poor guys frame rate was torture, but the wormhole lecture was interesting.
Also this will probably get cut, bu[cut]


yeah the framerate was bad on his laptop. also, did you notice that he had been playing "a couple hours" and still had the blue-only portal gun? i thought you only had that for like 2 test chambers...

charliemsays...

Nyquist theorem at work.

Guys frame rate might actually be quite good...yet camera only captures at a certain resolution (in the FPS sense). Highly doubt it is >2x the FR of the laptop...hence, alias image.......looks like terrible FR on his laptop.

Similar phenomenon creates the 'floating helicopter' videos, where choppers blades appear to stand still, yet they are flying...

jmdsays...

charlie, nah, its a bad fps. The videos FPS is pretty good...atleast 20+ if not very close to 30. There is smooth hand shake without tearing. If we had any synch issues with the lcd monitor then we would be seeing torn frames on the monitor. For the most part however LCD camera captures have very little frame defects, only poor image quality overall.

What sucks is this probably made it impossible for him to spot the question SS viewers probably wanted answered. That is, the physics of the player as they translate through portals. Speedy thing goes in, speedy thing comes out. Most people would agree that a hand held gun that can paste wormholes onto walls is pure scifi, and couldn't happen to us in a thousand years. But instead lets imagine that portal wormholes exhist, how accurate is portal 2's experience to how they would react in real life.

The whole feedback thing was really interesting though, the reason we can see through the portals is because light radiation is streaming through the portal to our eyes. If you stuck a portal infront of you and then a portal behind you, light radiation would stream in and out of the portals into an infinite feedback loop causing catastrophic energy output.

GeeSussFreeKsays...

Dif-eq was my hardest class, hands down. "Here, take this problem that we don't have a solution for and turn it into something we still don't have a solution for but looks nicer." FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU

mxxconsays...

>> ^def:

ok... so you are ripping on the guy's framerate, but playing portal without a mouse.. on a touch pad... for several hours... that's completely fine with you?
unfortunately portal2 was castrated for console players to be able to play it. it no longer has timing puzzles. it's all mostly logic.

Paybacksays...

>> ^jmd:

The whole feedback thing was really interesting though, the reason we can see through the portals is because light radiation is streaming through the portal to our eyes. If you stuck a portal infront of you and then a portal behind you, light radiation would stream in and out of the portals into an infinite feedback loop causing catastrophic energy output.


Why would that happen? You're not creating more sources. It would be the same net effect as pointing two mirrors at each other. Only instead of light bouncing off and heading back, the light stops being in front, and then appears behind.

Light passing through recursive portals would end up collimated, but I can't see how it would multiply, as the light coming out of portal a is disappearing into portal b at the same rate (and vice versa).

Personally, I was kinda let down that the portal system didn't really change, they just added magic goo. I was TOTALLY expecting PortalGun 2.0 to create bi-directional portals, that is, you would exit one side or the other of portal b, depending on what side you entered portal a. True non-euclidean physics. Also, did Valve ever describe the portals as worm holes? I always thought they were quantum teleporters or something to do with nth dimension physics.

GeeSussFreeKsays...

Imagine a universe that lasts of only 10 seconds and only has one particle in it. Lets call the end of time X. At X - .99999999999999999999999, we send the particle back to T = 1. At T= 1, we now have 2 particles. At T = 1, we send both particles back to X - .99999999999999999999999. We do this again, and again until we create a universe of infinite density from one particle. I don't know if this is exactly the time of feedback they are talking about, it is from my own thought experiment on time travel.
>> ^Payback:

>> ^jmd:
The whole feedback thing was really interesting though, the reason we can see through the portals is because light radiation is streaming through the portal to our eyes. If you stuck a portal infront of you and then a portal behind you, light radiation would stream in and out of the portals into an infinite feedback loop causing catastrophic energy output.

Why would that happen? You're not creating more sources. It would be the same net effect as pointing two mirrors at each other. Only instead of light bouncing off and heading back, the light stops being in front, and then appears behind.
Light passing through recursive portals would end up collimated, but I can't see how it would multiply, as the light coming out of portal a is disappearing into portal b at the same rate.
Personally, I was kinda let down that the portal system didn't really change, they just added magic goo. I was TOTALLY expecting PortalGun 2.0 to create bi-directional portals, that is, you would exit one side or the other of portal b, depending on what side you entered portal a. True non-euclidean physics. Also, did Valve ever describe the portals as worm holes? I always thought they were quantum teleporters or something to do with nth dimension physics.

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