These restrictions include, but are not limited to: When selecting a publicly accessible NTP server, it is important to follow the access guidelines provided by the server. If you are lucky enough to make due with the latencies and higher error associated with Internet NTP servers we have a few pointers. Asymmetric routes and network congestion can cause errors of 100 ms or more.” That sure sounds like a compelling use of local NTP servers for timing critical applications, right?! These cases are where having your own NTP server synchronized to GPS time can be essential.Īccording to Wikipedia, “NTP can usually maintain time to within tens of milliseconds over the public Internet, and can achieve better than one millisecond accuracy in local area networks under ideal conditions. It’s also useful for when you have a high number of client devices on the same network that require accurate synchronization. However, in high-demand, timing-critical, remotely located or bandwidth constrained applications, these may be too unreliable, or worse yet, not work at all. For example, you do not need one if you want to use the protocol and can reliably access and synchronize with 3rd party NTP servers over the internet (more on those resources below). However, any device listed as stratum 16 or greater should be considered inaccurate.įor many types of applications having your own NTP server is unnecessary. Stratum numbers can keep increasing, up to a theoretical stratum 256 device. Public, open use NTP servers often fall in to this category.
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The Mac Pro handles a maximum of only two GPUs, which severely limits the performance of GPU rendering. When running professional apps in the Mac environment, the most apparent limitation surrounds GPU rendering, a critical process more and more common among creative software titles. This has left many Apple users gasping for air as they wait for a new Mac Pro platform still rumored to be (according to many industry insiders) anywhere from 12-24 months away. Their flagship desktop, the Mac Pro, hasn’t offered any hardware update since December, 2013. However, over the past few years, animators, VFX artists, video editors, and graphic designers are feeling left behind too-primarily due to hardware limitations and Apple’s shift toward consumer products. Apple’s attention was devoted to media & entertainment pros. It was clear that the Mac environment wasn’t focused on engineers, architects, and product designers, as Autodesk and Dassault Systèmes share a huge majority of users among these industries. While we do get occasional requests for a native Mac OS version of SolidWorks, the majority of our customers have asked that we continue to focus our development resources on improving the existing Windows version, rather than split development efforts between two separate versions.” “We’re all aware of how Steve Jobs was able to turn Apple around in the early 2000s, but the vast majority of product engineering teams continue to standardize on the Windows platform. Other software vendors like Dassault Systèmes® – makers of SOLIDWORKS, CATiA, and more – have never had Mac support. As of now, Autodesk only has a small number of applications with native Mac support, including AutoCAD, Fusion 360, Maya, Sketchbook Pro, and a handful of lesser-used apps and add-ons. Users of Inventor and Revit may see support for these apps via Boot Camp disappear in the near future as well. But now, Autodesk has dropped support on the Mac altogether. Functionality had already been limited in the app as it could only run on Apple systems via Windows using Boot Camp, which has no GPU support and severely degraded performance. Quietly, back in March, Autodesk announced that they would no longer support 3ds Max in the Mac OS environment. This has never been more true than it is right now. For years, the lack of available software for Mac operating systems has been a source of frustration for many loyal Mac users and creative designers. Now in all honesty it feels about right for a simulator to have that depth so that’s fine, but you would only expect the same from the gameplay and yet somehow sadly the gameplay simply doesn’t feel anything like simulation. You go through in depth date, time, weather and even water temperature options before we are finally given the chance to launch into the game. First we have to navigate four option menus to set the scene. So free roaming? That’s the one where I can pick a place a boat and sail, right? Wrong. I think we will kick off with free roaming and come back to the campaign later. A single mission mode and last but not least a Multiplayer mode (I found no one that wanted to test that with me strangely). We have a free roaming mode, the ‘pick a boat and go’ affair. We have a campaign mode consisting of different types of sailing careers from cruise liner captains to a mode devised by the Dutch Pilot Organisation as the ultimate extreme test. So we will start off with the game modes available. Unfortunately that’s about all you need to know, but I have a word target to meet and I’m sure you want me to back up my bold statement so let’s look a little deeper and I’ll justify my beginning statement along the way. Ship Simulator Extreme is a game void of all entertainment, it has the personality of a cupboard and is about as extreme as a damp towel. However entertainment is still the main goal and that brings me neatly onto my issue with Ship Simulator Extreme. I believe in most cases that the more realistic the better the experience. I love the feeling of actually putting myself in the same situations with the same complications faced by those who do said chosen activity in reality. Simulation is always something I’ve been very much for.
and other players can join in on the action for the standalone price of 3.99/4.99.
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