Slightly off-topic. In audio electronics, there is a very expensive market nowadays for vintage hardware, like audio preamps, compressors and such. Due to their imperfection the sound is often considered as more natural. Combined with perfect high-end digital equipment this indeed can lead to great technical productions. I wonder, if there will be the same for video in the future?
I really appreciate the engineers marvel of those dedicated circuits. On the other hand the modern integrated circuits are a marvel in it's own field.
As a scientist, I always find it interesting how audiophiles prefer "real" (non ideal) electronics over digital simulations. It is not only the transmission functions of tubes, which can perfectly be simulated at sufficient cutoff frequencies in the digital domain. It is also the haptical handling of cables, the fact that you can probably even touch a system at some point and it does something unexpected. In the end, digital modeling comes only so far as it does. Unfortunately, neither skeuomorphic design nor AR/VR came so far to include all the effects of physical systems. Which is definitely in reach, with multi physics real time simulations at incredible spatial and temporal resolution...
Slightly off-topic. In audio electronics, there is a very expensive market nowadays for vintage hardware, like audio preamps, compressors and such. Due to their imperfection the sound is often considered as more natural. Combined with perfect high-end digital equipment this indeed can lead to great technical productions. I wonder, if there will be the same for video in the future? I really appreciate the engineers marvel of those dedicated circuits. On the other hand the modern integrated circuits are a marvel in it's own field.
As a scientist, I always find it interesting how audiophiles prefer "real" (non ideal) electronics over digital simulations. It is not only the transmission functions of tubes, which can perfectly be simulated at sufficient cutoff frequencies in the digital domain. It is also the haptical handling of cables, the fact that you can probably even touch a system at some point and it does something unexpected. In the end, digital modeling comes only so far as it does. Unfortunately, neither skeuomorphic design nor AR/VR came so far to include all the effects of physical systems. Which is definitely in reach, with multi physics real time simulations at incredible spatial and temporal resolution...
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