![]() ![]() If you prefer that to McNeel’s Rhino model, then you’re probably either asking for a subscription model or one in which the new user revenue subsidizes development for earlier purchasers indefinitely.Įither can be viable, but the CAD market has users that stick around for decades. You’re comparing to software that basically doesn’t have versions they just have a single line of development and release new or fixed things in that line. jk, maybe I’ll know more when V8 is released. Whose keeping the floodgates closed I wonder. Like why can’t V7 have shrinkwrap? And if Eto Framworks are a thing, then where’s the explosion of all the frameworks? I thought it would open the floodgates. I see it as a potential powerful solution to the dichotomies between different versions. So, it’s interesting that such software can even be modified in such a way so many months or years after the initial release. I’m mostly intrigued by the industries new strategy to add the content to a game, way after the initial release, and often times charge their customers for the content – which actually should have come with the game from the very start. I understand video games probably have tons of texture bulk as you mentioned. I was using the video game industry as an extreme contrast, is all. I’m sorry to those who get disappointed over and over and over again. So the things we prioritize will delight some and disappoint others. ![]() We can’t prioritize everything for everyone all the time. If Rhino 8 doesn’t have that, please keep your money. To echo Helvetosaur, we really only want you to buy Rhino when there’s something in it that you value, need, and are delighted to pay for. And in many cases, we actually make Rhino smaller by removing code that doesn’t work. I’m guessing that ShrinkWrap added less than 20MB to the size of Rhino, which by the bulk metric above means we should probably just leave it out. I’m kidding - it seems like the metric based on file size is really appropriate for video game content, but not so much when you’re making the content. So it sounds like we need to add 500MB of textures with each service release? Soon we will have 200GB of additional bulk, and it will be worth the price of the upgrade? So you “shipped” 33 “service releases”/3yrs, 2500 bug fixes etc., so my question would be how many gigabytes of data is the initial release? and how many gigabytes of data in “updates” were there in 3 yrs? ![]()
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