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Baker County residents who heat their homes with natural gas might have less reason to shiver when they ponder the approaching winter.
That is so long as Oregon's Public Utility Commission is diligent in its duties.
A month ago the temperature's inevitable seasonal plunge seemed an especially treacherous trend.
Cascade Natural Gas, which has 3,100 residential customers and 500 business customers in Baker County, predicted that it would ask PUC to approve a rate increase of 15 percent to 20 percent, starting Nov. 1.
Since then, however, prices for natural gas from Alberta, Canada, where Oregon gets much of its supply, have plummeted by 40 percent.
This sounds like great news for gas customers who were bracing for big boosts in their monthly bills.
And it might be.
What's not certain, though, is how much the recent drop in Alberta's prices will affect the rates Oregonians will pay for their natural gas this winter.
An official from Northwest Natural Gas, Oregon's largest supplier, said last week that the company will still ask PUC to approve a rate hike, but possibly a 25-percent to 30-percent increase rather than 40 percent figure as Northwest Natural estimated in July.
There's no guarantee, of course, that Canadian prices will continue to drop. They might rise.
And gas suppliers can't lay in their entire winter's supply at the current low rates.
Uncertainties aside, we hope the PUC which is, after all, supposed to look out for Oregon utility customers will scrutinize the proposed rates that each of the state's three natural gas suppliers will soon submit.
Cascade is scheduled to file its rate request with PUC on Aug. 29, said Bob Valdez, a spokesman for the agency.
It's apt to be a rough winter regardless, what with gasoline and food prices higher than a year ago.
We don't want Baker County residents to feel guilty about twisting the thermostat dial a couple notches when the temperature goes below zero.


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text:
The Power of Independent Thinking
Research Fellow Craig Eyermann on the Solvency of the US Social Security System
Recorded: Monday, March 21, 2016
Presidential candidates have said there must be major changes to the Social Security program, which is on a path to bankruptcy. Research Fellow Craig Eyermann talks about the complex system and the factors that determine how sustainable the system is.
KGO Radio, March 21, 2016
Experts: Craig EyermannType: RadioIssues: Government Power, Labor and Employment, Taxes
Senior Fellow Benjamin Powell is Interviewed on American Medicine Today Radio on Drug Approvals and the FDA
Recorded: Saturday, December 12, 2015
What is the cost of the long approval process for potentially life-saving drugs by the FDA? The approval process can take up to 12 years and cost $1 billion. But there are other costs. Patients arent able to take drugs that arent approved and they might die or become more ill. Another cost is that a potential drug maker might not want to take the financial risk of taking a drug to market. Powell recommends testing drugs but possibly making drugs "FDA recommended", rather than "FDA approved." Whats needed is competition and markets to help patients and entrepreneurs, says Powell.
Experts: Benjamin W. PowellType: RadioIssues: Government Power, Health Care, Public Health/ Consumer Protection, Science
Love Gov Video Series: Presentation at Draper University
Recorded: Tuesday, November 3, 2015
David J. Theroux, Founder and President of the Independent Institute, presents the idea and concept behind Love Gov: From First Date to Mandate, the award-winning, satirical video series that portrays the federal government as an overbearing boyfriend Scott Gov Govinsky who foists his good intentions on a hapless, idealistic college student, Alexis Smith.
To watch the web series, follow this link
Experts: David J. TherouxType: Other EventIssues: Banking and Finance, Bureaucracy and Government, Business, Civil Liberties/ Human Rights, Collectivism, Corporate Welfare, Culture/ Society, Economic Policy, Education, Energy, Fiscal Policy/Debt, Free Market Economics, Freedom, Government Power, Government Secrecy, Government Waste/Pork, Health Care, Housing, Labor and Employment, Political Ideology and Philosophy, Privacy, Property Rights, Public Health/ Consumer Protection, Regulation and Deregulation, Taxes, Trade, Welfare
Research Fellow Sheldon Richman interviewed on KTRS radio on why anti-gun measures dont work
Recorded: Tuesday, October 13, 2015
Research Fellow Sheldon Richman talks with Larry Conners USA show about gun control and why it doesnt work. When news of a tragic public shooting occurs, it is often followed with a cry for gun control. Anti-gun measures dont work, according to Richman. Those that think otherwise are Utopians and are not being realistic.
Experts: Sheldon RichmanType: RadioIssues: Government Power, Gun Control
Myths of Immigration, Ben Powell on Stossel
Recorded: Tuesday, October 6, 2015
Are immigrants taking our jobs and living off the taxes we pay? Are they criminals? Television personality John Stossel (Host of Stossel on Fox Business Network) interviewed Benjamin Powell, Senior Fellow at the Independent Institute, Director of the Free Market Institute at Texas Tech University, and Editor of the book, The Economics of Immigration.
Experts: Benjamin W. PowellType: TelevisionIssues: Business, Civil Liberties/ Human Rights, Crime, Criminal Justice/ Prisons, Culture/ Society, Drugs (Illicit), Government Power, Immigration, Labor and Employment, Politics, Social Security, Taxes, Welfare
Love Gov on Stossel: "Let's Break Up with Government"
Recorded: Friday, September 25, 2015
Television personality John Stossel (host of Stossel on Fox Business) featured our new satirical, YouTube video seriesLove Gov: "From First Date to Mandate" on September 25th, 2015.
Experts: John StosselType: TelevisionIssues: Education, Government Power
Independent Institute President David J. Theroux Discusses C.S. Lewis on Ave Maria Radio
Recorded: Saturday, August 1, 2015
Founder and President of the Independent Institute, David Theroux is interviewed by Ave Maria Radio President Al Kresta at the Napa Institute Annual Conference. Also President of the C.S. Lewis Society of California, David Theroux talks about C.S. Lewiss writings on liberty and Christianity and how Lewis became one of the best-read and most influential writers of the 20th and 21st centuries.
Experts: David J. TherouxType: RadioIssues: Civil Liberties/ Human Rights, Culture/ Society, Freedom, Government Power, Political Ideology and Philosophy, Privacy, Religion
Love Gov: From First Date to Mandate
Recorded: Monday, July 6, 2015
Trailer |
Episode 1
Episode 2
Episode 3
Episode 4
Episode 5
Love Gov portrays the federal government as an overbearing boyfriend Scott Gov Govinsky who foists his "good intentions" on a hapless, idealistic college student, Alexis. Each episode follows Alexis's relationship with Gov as his intrusions wreak (comic) havoc on her life, professionally, financially, and socially. Alexis's loyal friend Libby tries to help her see Gov for what he really is a menace. But will Alexis come to her senses in time? Tune in to find out!
Episode 1: An Education in Debt
Episode 2: Protection from Jobs
Episode 3: A Remedy for Healthcare Choices
Episode 4: House Poor
Episode 5: Keeping a Close Eye on Privacy
Type: Independent Institute TVIssues: Banking and Finance, Business, Civil Liberties/ Human Rights, Corporate Welfare, Culture/ Society, Drugs (Illicit), Economic Policy, Education, Environment, Fiscal Policy/Debt, Freedom, Government Power, Government Secrecy, Government Waste/Pork, Health Care, Housing, Labor and Employment, Land Use, Political Ideology and Philosophy, Privacy, Privatization, Property Rights, Public Health/ Consumer Protection, Regulation and Deregulation, Taxes, Welfare, Womens Issues


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The Power of Independent Thinking
What President Obama Should Learn from His Predecessors
Recorded: Tuesday, April 7, 2009
Part 1 |
Part 2
Part 3
Experts: Ivan Eland, Andrew R. RuttenType: Independent Institute EventIssues: History (U.S), Politics
The New International Arms Race in SpaceAnd How to Avoid It
Recorded: Friday, March 7, 2008
An Independent Policy Forum held on 3/7/08. Peter L. Hays, Associate Director of the Eisenhower Center for Space and Defense Studies, and Theresa Hitchens, Director of the Center for Defense Information, discuss the implications that the U.S. takedown of a malfunctioning satellite have for a potential arms race in space.
Experts: Ivan Eland, Peter L. Hays, Theresa HitchensType: Independent Institute EventIssues: Defense and Foreign Policy, Diplomacy and Foreign Aid, Science, Technology


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May 5, 2016
WITN's "Just Ask Mike" and two representatives from the Federal Communications Commission in Washington, D.C. were on hand Wednesday at the Martin County Senior Fest to answer questions about the transition to digital television.
WITN and the FCC set up informational booths with brochures and digital to analog converters hooked to old analog TV sets to explain the change taking place. In addition "Just Ask Mike" and the FCC were on hand to answer questions and demonstrate how digital-to-analog television converters are hooked up and operated.
In addition the FCC representatives assisted seniors is submitting requests for government coupons to assist with the purchase of digital converters.
The Senior Fest ran from 9:00 a.m. until 2:00 p.m. at the Bob Martin Agricultural Center in Williamston off Hwy 64. The event was sponsored by the Martin County Council on Aging. Almost 40 vendors will be on hand offering information and advice for seniors.
In addition you can always e-mail us at dtv@witn for more DTV information.
Click Here to access the online Public Inspection File
Viewers with disabilities can get assistance accessing this station's FCC Public Inspection File by contacting the station with the information listed below. Questions or concerns relating to the accessibility of the FCC's online public file system should be directed to the FCC at 888-225-5322, 888-835-5322 (TTY), or firstname.lastname@example.com.


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Original Link: http://www.anandtech.com/show/2803
Exploring Input Lag Inside and Outby Derek Wilson on July 16, 2009 12:45 PM EST
- Posted in
- GPUs
In gaming, input lag is defined as the delay between the when a user does something with an input device and when that action is reflected on the monitor.
The definition is straightforward, but the reality of input lag is much more subtle than may readily be apparent. There are many smaller latencies that contribute to the overall whole of input lag and understanding the full situation may prove beneficial to gamers everywhere.
The first subtlety is that there will always be input lag. Input lag is an unavoidable reality that can only be minimized and never eliminated. It will always take some amount of time for input data to get to the software and it will always take some amount of time for the software to use that data to display a frame of animation on the monitor. Keeping this total time as low as possible is a key mission of hardcore twitch gamers out there.
This article will step through all the different contributors to input lag, and we'll give some general estimates on the impact of each different contributor. Exact numbers will vary widely with different hardware and software combinations. But knowing where to focus when optimizing for input latency should help those who are interested.
After drilling down into the causes of input latency, we will provide a few examples of different hardware and settings in our lab. The extra twist is that we will be evaluating actual input latency using a high speed camera to count frames between input activation and monitor response. We'll be looking at three different games with multiple settings on both CRT and LCD monitors.
Reflexes and Input Generation
Human Reaction Time
The impact of input lag is compounded by what goes on before we even react. As soon as an image requiring a response hits your eyes, it will take somewhere between 150ms and 300ms to translate that into action. Average human response time to visual stimulus is about 200ms (0.2 seconds) for young adults, which is a long time compared to how quickly games can respond to input. But with this built-in handicap, when fast response to what's happening on screen is required, it is helpful to claim every advantage possible (especially for relative geezers like us).
Human response time is mitigated by the fact that we are also capable of learning, anticipation and extrapolation. In "practicing," a.k.a. playing a game, we can learn to predict future frames from current state for very small time slices to compensate for our response time. Our previous responses to input and the results that followed can also factor in to our future responses. This is part of the learning curve, especially for FPS games. When input lag is below a reasonable threshold, we are able to compensate without issue (and, in fact, do not perceive the input lag at all).
The larger input lag gets, the harder it gets to do something like aim at a moving target. Our expectation of the effect our input should have is different from what we see. This gets into something that combines reaction time and proprioception (reception of self produced stimulus). I'm not a psychologist, but I would love to see some studies done on how much input lag people can compensate for, where it starts to be uncomfortable (where it just "feels" wrong) and when it becomes an obviously visible phenomenon. In digging around the net, I've seen a few game developers conjecture that the threshold is about 100 milliseconds, but I haven't found any actual data on the subject. At the same time, 100 milliseconds (or maybe something like 1/2 reaction time?) seems a pretty reasonable hypothesis to me.
The Input Pipeline
As it is key in most games, we'll examine the case of the mouse when it comes to input. As soon as a mouse is moved, we have a delay. The mouse must begin by detecting this movement. Sorting out how responsive a mouse is these days is incredibly clouded by horrendous terminology. As understanding how a mouse works is important in groking it's impact on input lag, we'll dissect Logitech's specs and try to get some good information on exactly what's going on.
There are three key numbers in the reported specifications of Logitech mice we'll look at: megapixels/second, maximum speed, DPI, and reports/second. For the Logitech G9x high end gaming mouse, this is: 9 MP/s, 150 inches/second, 5000 DPI, and 1000 reports/second. Other gaming and good quality mice can do 500 to 1000 reports/second and have lower DPI and MP/s stats.
The first stat, megapixels/second, is important in how fast the mouse sensor itself can collect movement data. Optical and laser mice detect movement by taking pictures of the surface they are on and comparing the difference in images many times every second. To really understand how fast the mouse takes pictures (and thus how fast it can detect and calculate movement in units called "counts"), we would need to know how many pixels per frame the image is. Our guess is that it can't be larger than 17x17 based on its maximum speed rating (though it might be more like 12x12 if it needs to generate two frames for every count rather than reusing frames from the previous calculation). It'd be great if they listed this data anywhere, but we are left guessing based on other stats at this point.
Next up is DPI, or dots per inch. 5000 for the G9x. DPI is sort of a misrepresentation as the real specification should be in CPI (counts per inch). As it is, the number can be considered maximum DPI if each count moves the cursor one pixel (or dot). Under MS Windows, with no ballistics applied at the default pointer speed, DPI = CPI. Decreasing pointer speed means moving one dot for more than one count, and increasing pointer speed means moving more than one dot for every count. Of course with ballistics, talking about DPI as related to the mouse doesn't make any sense: moving the mouse faster or slower changes the number of dots moved per count dynamically. Because of this, we'll talk about CPI for accuracy sake, and consider that mouse manufacturers intend to use the terms interchangeably (despite the fact that they are not).
CPI is the number of steps the mouse can count within one inch; 1 / CPI inches is the smallest distance in inches the mouse is able to measure as a movement. The full benefit of a high definition mouse is realized when one count is less than or equal to one "dot," which is possible in games (with sensitivity sliders) and in windows if you decrease your mouse speed (though going to something with an odd cadence could cause problems).
Thus, when you tell your 5000 "DPI" mouse to run at 200 "DPI", it would be nice if it still reported 5000 CPI yet and allowed the driver to handle scaling the data down (or performing ballistics on raw data). For this example, we would only move the cursor one dot (one unit on the screen) every 25 counts. But the easy way out is it maintain a 1:1 ratio of counts to dots and drop your actual counts per inch down to 200. This provides no accuracy advantage (though with a fixed sensor speed it does increase maximum velocity and acceleration tolerance). And again it would be helpful if mouse makers could actually tell us what they are doing.
Since the Logitech G9x can do 150 inches/second maximum movement speed at 200 CPI, we know how many counts it must generate per second (though Logitech doesn't make it clear that the maximum speed and acceleration can only happen at the lowest CPI, it only makes sense with the math). The reported specifications indicate that the G9x can do about 30000 counts per second (150 inches in one second at 200 counts per inch). This is consistent with a 9 megapixel/second speed in that such a sensor could collect about 30000 17x17 frames every second based on this data.
After looking at all that, we can say that our Logitech G9x mouse is capable of detecting movement of between 1/5000th and 1/200th of an inch (depending on the selected CPI) about every 33.3 microseconds (these are 1/1000ths of a millisecond) after the movement happens. That's pretty freaking fast. Other mice can be much slower, but even cutting the speed in half won't affect hugely affect latency (though it will affect the maximum speed at which the mouse can be moved without problem).
Once the mouse has generated a count (or several) we need to send that data to the computer over USB. Counts are aggregated into groups called reports. USB is limited to 1000 Hz polling, so the 1000 reports/second maximum of the G9x makes sense: USB limits the transmission rate here. For those interested, to actually achieve 150 inches per second at 200 CPI, the mouse would need to be able to send about 30 counts per report at 1000 reports per second. This seems reasonable, but it'd be great if someone with USB engineering experience could give us some feedback and let us know for sure.
So, let's say that we've moved our mouse about a couple dozen microseconds before a report is sent. In this case, we've actually got to wait the whole millisecond for that data to be sent to the PC (because the count can't be generated fast enough to be included in the current report). So despite the very fast sensor in the mouse, we are transmission bound and our first "large" delay is on the order of single digit milliseconds. Other mice (like the Logitech G5 I'm using right now) may generate 500 reports per second, while the slowest speed we can expect is 127 reports/second. This can mean a 1ms - 8ms delay in input getting from the motion of the mouse to the computer.
Most gamers use halfway decent mice these days, so we can expect that latency is more like 2ms to 4ms for most wired USB mouse users and 1ms for gamers with higher end mice. This delay can't be cut down to anything less than 1ms until USB 2.0 is replaced by something faster. We'll ignore any cable (or any other wire) delay, as this will only add something on the order of nanoseconds to transmission time.
The input lag from a good mouse, on it's own, is in not perceivable to humans, but remember that this is all part of a larger picture. And now it's on to the software.
Parsing Input in Software and the CPU Limit
Before we get into software, for the sake of sanity, we are going to ignore context switching and we'll pretend that only the operating system kernel and the game are running and always get processor time exactly when they need it for as long as its needed (and never need it at the same time). In real life desktop operating systems, especially on single core processors, there will be added delay due to process scheduling between our game and other tasks (which is handled by the operating system) and OS background tasks. These delays (in extreme cases called starvation) can be somewhere between a handful of nanoseconds or on the microsecond level on modern systems depending on process prioritization, what else is happening, and how the scheduler is implemented.
Once the mouse has sent its report over USB to the PC and the USB root hub receives the data, it is up to the OS (for our purposes, MS Windows) to handle the data next. Our report travels from the USB root hub over the system bus (southbridge through the north bridge to the CPU takes +/- some nanoseconds depending on load), is put on an input stack (in this case the HID (Human Interface Device) stack), and a Windows OS message (WM_INPUT) is generated to let any user space software monitoring raw mouse input know that new data has arrived. Software written to take full advantage of hardware will handle the WM_INPUT message by reading the appropriate data directly from the HID stack after it gets the message that data is waiting.
This particular part of the process (checking windows messages and handling the WM_INPUT message) happens pretty fast and should be on the order of microseconds at worst. This is a hard delay to track down, as the real time this takes is dependent on what the programmer actually does. Latencies here are not guaranteed by either the motherboard chipset or Windows.
Once the software has the data (after at least 1ms and some microseconds in change), it needs to do something with it. This is hugely variable, as developers can choose to implement doing something with input at any of a number of points in the process of updating the game state for the next frame. The thing that makes the most sense to me would be to run your AI based on the previous input data, step through any scripted actions, update physics per object based on last state and AI decisions, then get user data and update player state/physics based on previous state and current input.
There are cases or design decisions that may require getting user input before doing some of these other tasks, so the way I would want to do it might not be practical. This whole part of the pipeline can be quite long as highly intelligent AI and immersive physics (along with other game scripting and state updates) can require massive amounts of work. At the least we have lots of sorting, branching, and necessarily serial computations to worry with.
Depending on when input is collected and the depth and breadth of the simulation, we could see input lag increase up to several milliseconds. This is highly game dependent, but it isn't something the end user has any control over outside of getting the fastest possible CPU (and this still won't likely change things in a perceivable way as there are memory and system latencies to consider and the GPU is largely the bottleneck in modern games). Some games are designed to be highly responsive and some games are designed to be highly accurate. While always having both cranked up to 11 would be great, there are trade offs to be made.
Unfortunately, that leaves us with a highly variable situation. The only way to really determine the input lag caused by game code itself is profile the code (which requires access to the source to be done right) or ask a developer. But knowing the specifics aren't as necessary as knowing that there's not much that can be done by the gamer to mitigate this issue. For the purposes of this article, we will consider game logic to typically add somewhere between 1ms and 10ms of input lag in modern games. This considers things like decoupling simulation and AI threads from rendering and having work done in parallel among other things. If everything were done linearly things would very likely take longer.
When we've got our game state updated, we then setup graphics for rendering. This will involve using our game state to update geometry and display lists on the CPU side before the GPU can start work on the next frame. The speed of this step is again dependent on the implementation and can take up a good bit of time. This will be dependent on the complexity of the scene and the number of triangles required. Again, while this is highly dependent on the game and what's going on, we can typically expect something between 1ms and 10ms for this part of the process as well if we include the time it takes to upload geometry and other data to the GPU.
Now, all the issues we've covered on this page go into making up a key element of game performance: CPU time. The total latency from front to back in this stage of a game engine creates a CPU limit on performance. When what comes after this (rendering on the GPU) takes less time than everything up to this point, we have hit the CPU limit. We can typically see the CPU limit when we drop resolution down to something ridiculously low on a high end card without seeing any real performance gain between that and the next highest resolution.
From the examples I've given here, if both the game logic and the graphics/geometry setup come in at the minimum latencies I've suggested should be typical, we could be CPU limited at as much as 500 frames per second. On the flip side, if both portions of this process push up to the 10ms level, we would never see a frame rate over 50 FPS no matter how fast the GPU rendered anything.
Obviously there is variability in games, and sometimes we see a CPU limit at less than 60 FPS even at the lowest resolution on the highest end hardware. Likewise, we can see framerates hit over 2000 FPS when drawing a static image (where game logic and display lists don't need to be updated) with a menu in front of it (like when a user hits escape in Oblivion with vsync off). And, again, multi-threaded software design on multi-core CPUs really middies up the situation. But this is near enough to illustrate the point.
And now it's on to the portion of realtime 3D graphics that typically incurs the most input lag before we leave the computer: the graphics hardware.
Of the GPU and Shading
This is my favorite part, really. After the CPU has started sending draw calls to the graphics card, the GPU can begin work on actually rendering the frame containing the input that was generated somewhere in the vicinity of 3ms to 21ms ago depending on the software (and it would be an additional 1ms to 7ms for a slower mouse). Modern, complex, games will tend push up to the long end of that spectrum, while older games (or games that aren't designed to do a lot of realistic simulation like twitch shooters) will have a lower latency.
Again, the actual latency during this stage depends greatly on the complexity of the scene and the techniques used in the game.
These days, geometry processing and vertex shading tend to be pretty fast (geometry shading is slower but less frequently used). With features like instancing and the fact that the majority of detail is introduced via the pixel shader (which is really a fragment shader, but we'll dispense with the nit picking for now). If the use of tessellation catches on after the introduction of DX11, we could see even less actual time spent on geometry as the current level of detail could be achieved with fewer triangles (or we could improve quality with the same load). This step could still take a millisecond or two with modern techniques.
When it comes to actual fragment generation from the geometry data (called rasterization), the fixed function hardware and early z / z culling techniques used make this step pretty fast (yet this can be the limiting factor in how much geometry a GPU can realistically handle per frame).
Most of our time will likely be spent processing pixel shader programs. This is the step where every pin point spot on every triangle that falls behind the area of a screen space pixel (these pin point spots are called fragments) is processed and its color determined. During this step, texture maps are filtered and applied, work is done on those textures based on things like the fragments location, the angle of the underlying triangle to the screen, and constants set for the fragment. Lighting is also part of the pixel shading process.
Lighting tends to be one of the heaviest loads in a heavily loaded portion of the pipeline. Realistic lighting can be very GPU intensive. Getting into the specifics is beyond the scope of this article, but this lighting alone can take a good handful of milliseconds for an entire frame. The rest of the pixel shading process will likely also take multiple milliseconds.
After it's all said and done, with the pixel shader as the bottleneck in modern games, we're looking at something like 6ms to 25ms. In fact, the latency of the pixel shaders can hide a lot of the processing time of other parts of the GPU. For instance, pixel shaders can start executing before all the geometry is processed (pixel shaders are kicked off as fragments start coming out of the rasterizer). The color/z hardware (render outputs, render backends or ROPs depending on what you want to call them) can start processing final pixels in the framebuffer while the pixel shader hardware is still working on the majority of the scene. The only real latency that is added by the geometry/vertex processing portion of the pipeline is the latency that happens before the first pixels begin processing (which isn't huge). The only real latency added by the ROPs is the processing time for the last batch of pixels coming out of the pixel shaders (which is usually not huge unless really complicated blending and stencil technique are used).
With the pixel shader as the bottleneck, we can expect that the entire GPU pipeline will add somewhere between 10ms and 30ms. This is if we consider that most modern games, at the resolutions people run them, produce something between 33 FPS and 100 FPS.
But wait, you might say, how can our framerate be 33 to 100 FPS if our graphics card latency is between 10ms and 30ms: don't the input and CPU time latencies add to the GPU time to lower framerate?
The answer is no. When we are talking about the total input lag, then yes we do have to add these latencies together to find out how long it has been since our input was gathered. After the GPU, we are up to something between 13ms and 58ms of input lag. But the cool thing is that human response happens in parallel to input gathering which happens in parallel to CPU time spent processing game logic and draw calls (which can happen in parallel to each other on multicore CPUs) which happens in parallel to the GPU rendering frames. There is a sequential path from input to the screen, but we can almost look at this like a heavily pipelined path where each stage operates in parallel on a different upcoming frame.
So we have the GPU rendering the previous frame while simulation and game logic are executing and input is being gathered for the next frame. In this way, the CPU can be ready to send more draw calls to the GPU as soon as the GPU is ready (provided only that we are not CPU limited).
So what happens after the frame is finished? The easy answer is a buffer swap and scanout. The subtle answer is mounds of potential input lag.
Scanout and the Display
Alright. So depending on the game, we are up to somewhere between 13ms and 58ms after our mouse was moved. The GPU just finished rendering and swapped the finished frame to the front buffer. What happens next is called scanout: the frame is sent out the DVI-I port over the cable and to the monitor.
If our monitor's refresh rate is 60Hz (as is typical these days), it will actually take something like 16ms to send the full frame to the monitor (plus there's about half a millisecond of "blanking" between frames being sent) giving us 16.67ms of transmission delay. In this case we are limited by the bandwidth capabilities of DVI, HDMI and DisplayPort and the timing standards put forth by VESA. So to send a full frame of anything to the display we will have 16.67ms of input lag added. Some monitors will display this data as it is received, but others will latch input meaning the full frame must be sent before it can be displayed (but let's not get too far ahead of ourselves). Either way, we will consider the latency of this step to be at least one frame (as the monitor will still take 16ms to draw the image either way).
So now we need to talk about vsync. Let's pretend we aren't using it. Let's pretend our game runs at a rock solid exact 60 FPS and our refresh rate is 60Hz, but the buffer swap happens half way between each vertical sync. This means every frame being scanned out would be split down the middle. The top half of the frame will be an additional 16.67ms behind (for a total of 33.3ms of lag). Of course, the bottom half, while 16.67ms newer than the top, won't have it's own top half sent until the next frame 16.67ms later.
In this particular case, the way the math works out if we average the latency of all the pixels on a split frame we would get the same average latency as if we enabled vsync. Unfortunately, when framerate is either higher or lower than refresh rate, vsync has the potential to cause tons of problems and this equivalence doesn't carry in the least.
If our frametime is just longer than 16.67ms with vsync enabled, we will add a full additional frame of latency (with no work being done on the GPU) before we are able to swap the finished buffer to the front for scanout. The wasted work can cause our next frame not to come in before the next vsync, giving us up to two frames of latency (one because we wait to swap and one because of the delay in starting the next frame). If our framerate is higher than 60 FPS, our GPU will have to stop working after rendering until the next vsync. This is a waste of resources and decreases overall performance, but definitely not by as much as if we use vsync at less than the monitor refresh. The upper limit of additional delay is 16.67ms minus frametime (less than one frame) rather than two full frames.
When framerate is lower than refresh rate, using either a 1 frame flip queue with vsync or triple buffering will allow the graphics hardware to continue doing rendering work while adding between 0 and 16.67ms of additional latency (the average will be between the two extremes). So you get the potential benefits of vsync (no tearing and synchronization) without the additional decrease in performance that occurs when no work gets done on the GPU. At framerates higher than refresh rate, when using a render queue, we do end up adding an additional frame of latency per number of frames we render ahead, so this solution isn't a very good one for mitigating input latency (especially in twitch shooters) in high framerate games.
Once the data is sent to the monitor, we've got more delay in store.
We've already mentioned that some LCDs latch the entire frame before display. Beyond this delay, some displays will perform image processing on the input (including scaling if this is not done on the graphics hardware). In some cases, monitors will save two frames to overdrive LCD cells to get them to respond faster. While this can improve the speed at which the picture on the monitor changes, it can add another 16.67ms to 33.3ms of latency to the input (depending on whether one frame is processed or two). Monitors with a game mode or true 120Hz monitors should definitely add less input lag than monitors that require this sort of processing.
Add, on top of all this, the fact that it will take between 2ms and 16ms for the pixels on the LCD to actually switch (response time varies between panels and depending on what levels the transition is between) and we are done: the image is now on the screen.
So what do we have total after the image is flipped to the front buffer?
One frame of lag for transmission (to display a full frame), up to 1 frame of lag if we enable triple buffering (or 1 frame render ahead and we run at less than refresh rate), up to two frames of lag if we just turn on vsync, at framerates higher than the refresh rate we we'll add an additional frame of lag for every frame we render ahead with vsync on, and zero to 2 frames of lag for the monitor to display the image (if it does extensive image processing).
So after crazy speed from the mouse to the front buffer, here we are waiting ridiculous amounts of time to get the image to appear on the screen. We add at the very very least 16.67ms of lag in this stage. At worst we're taking on between 66.67ms and 83.3ms which is totally unacceptable. And that's after the computer is completely done working on the image.
This brings our totals up to about 33ms to 80ms input lag for typical cases. Our worst case for what we've outlined, however, is about 135ms of latency between mouse movement and final display which could be discernible and might start to feel mushy. Sometimes game developers stray a bit and incur a little more input lag than is reasonable. Oblivion and Fallout 3 come to mind.
But don't worry, we'll take a look at some specific cases next.
Realworld Testing w/ High Speed Video
Inspired by Mythbusters, we wanted to use a high speed camera to really measure what's happening with millisecond resolution. We were disappointed when we first looked into this, as "real" high speed cameras cost in excess of 10k USD. But then we stumbled upon the Casio Exilim EX-F1 and it's horrific quality but hugely fast video capability (actually, quality isn't that bad in VERY high light situations). At 1200 frames per second, we get video output at a resolution of 336x96, which is freaking tiny. But it's enough. All we need to do is count the frames between two events and multiply it by 0.833 (the number of milliseconds per frame) and we can assess the duration of incredibly short term events.
First up, we're looking at response time for the Dell 3007WFP display. Rather than relying on the manufacturer reported response time (which look at a limited number of cases and likely don't include worst case performance), we're using our camera to watch a few frames go by and observe how long it takes for pixels to transition from one color to the next. As we can see in the video, it takes nearly a full frame (~16ms) for some colors to change (pay attention to the yellow and black stripes with the orange lettering at the bottom of the screen). We timescaled this video down 10x over the already very slow 2.5% realtime speed to 0.25% realtime to help in seeing what's going on.
Getting to the actual game testing, we wanted to look at two titles: one a twitch shooter, and another with notoriously bad input lag. We chose Team Fortress 2 for our twitch shooter and Fallout 3 for our laggy game. We also did further testing on a CRT with TF2 just to see how low we could actually get input latency (with some pretty impressive results). Our test methodology was to set up the camera to capture both input generation (either a mouse click or move) and the display. The resolution of our camera was such that we had to really work to cram everything in the frame, but we got enough to be useful. We ran multiple tests and counted frames between when the hand hit the mouse and when we could see the result on the monitor.
For Team Fortress 2 we looked at three scenarios: no vsync, vsync enabled, and vsync enabled with our flip queue (render ahead / pre-rendered frames) set to zero. Our frametime at 2560x1600 was typically 9ms give or take small amount (but we never dropped below 100 FPS let alone refresh rate) with our GTX 280 remaining the performance bottleneck (CPU time was still significantly less than frametime).
First we'll look at the case with no vsync. Look for when the finger stops moving to when the shotgun blast appears on the wall (Valve makes sure to calculate the hit before it even starts the gun firing animation; sometimes hit and gun fire happen in the same frame, sometimes they are one frame separated). This certainly isn't frame by frame, but you should be able to download the clip from youtube and step through it yourself if you are so inclined.
This test took about 45 frames: between 37ms and 38ms from input generation to display. This is very good considering what we predicted as a best case. Average over multiple runs was a little higher, resulting in 51ms of typical input lag plus or minus about 12ms (our maximum being 63ms). This fluctuation is due to how all the factors we talked about either line up or don't.
When we turn on vsync, we see a lot more delay.
We can see even better how the hit happens before the gunfire animation again. This is very key in any twitch shooter. The lag is significantly longer with vsync enabled. This example shows about 94 or 95 frames (~79ms) input lag, which was our lowest input lag time in this test. Our average was about 89ms ranging up to 96ms at maximum. In this case, we lose the input latency advantage of no vsync but we gain more consistent input lag times and no tearing.
But we also decided to check and make sure that we weren't getting stuck with any penalties due to flip queuing as the average latency increase seemed a little high. So we set maximum pre-rendered frames to zero in the NVIDIA control panel (formerly maximum render ahead) to see what happened. Whenever your framerate is always higher than your refresh rate you never want any flip queueing going on (unless you are using a multiGPU configuration). So let's check it out.
And we see 70ms as our new best. Our worst case is 85ms, which is better than our previous average. Average latency here is 76ms +/- about 6ms (with the one 85ms exception). From this data, it seems as though Valve uses a 1 frame flip queue (1 frame render ahead) when vsync is enabled unless it is forced off in the driver. When the game has framerates of less than the refresh rate then this is fine, but when framerate is always higher than refresh it will absolutely incur a performance penalty along the lines of what we are seeing here.
For those who want vsync in TF2 and have consistently >60fps performance without multiGPU, absolutely set the flip queue to zero in the driver.
Next up is our Fallout 3 test and we'll compare a notoriously laggy game with a notoriously responsive game. Our framerate in this game was consistently between 38 and 45 frames per second during the testing, meaning that frametime will play a bigger role as it will add at something between 22ms and 27ms of latency.
And we have 136ms. And this test was much more consistent with our average latency being 136ms as well. Our low was 130ms and our high was 142ms, giving us the same tight spread of +/- 6ms we saw with TF2 and vsync, only vsync was not enabled here (which suggests some internal rate monitoring to me). Of course, this variability is now a much lower percentage of the overall input lag; not that that offers much consolation.
The number of complaints we've seen on the net about Fallout 3 and input lag (though notably a subjective improvement over Oblivion) combined with our own experience lead us to believe that somewhere between TF2's snappy 89ms worst case input latency (which we still couldn't feel) and Fallout 3's ~50% longer latency we cross the point of perceptibility and distraction. That 100ms number certainly looks like a good point for developers to keep input latency below.
Let's take a look at what happens when we turn on vsync.
Once again, 136ms. Our input lag stats were actually the same. And yes we rechecked to make sure vsync was enabled here and disabled there. Since Oblivion benefited from reducing the maximum number of frames rendered ahead, we tested this out as well. When set to 1 or 0 we saw no change in performance with Fallout 3 at least in this test. It's unclear whether different settings or performance levels would benefit, but for now it seems like Fallout 3 does really well at producing a consistently high input lag.
So that does it for our LCD testing. But we did want to learn whether or not the LCD panel added any extra delay over a CRT display. So we pulled out a Sony GDM F-500 encased in the purple and grey of a Sun monitor from an age gone by. We tested at lower resolutions as the display couldn't muster anything closer to 2560x1600, but at 1600x1200@60Hz our numbers still made sense comparatively: we would expect them to be a little lower but not by much.
So, our average here is about 43ms, which is a lower average than on the Dell LCD. Our minimum is 35ms and max is 52ms. In the best case, 35ms (for the CRT) isn't much better than 37ms (for the LCD) at all. Our worst case in this test was much better (as was our average) than the LCD. But it's clear that the LCD is capable of input latency as low as the test with this CRT. We could (and likely do) have an advantage on the CRT side due to resolution. We do have to consider that framerate was higher for the CRT test. It is likely that this difference reduced our worst case and average performance.
But let's take a look at the CRT with vsync.
In this test our best case is 78ms and worst case is 88ms. The average is 84ms. This is, again, very similar in worst case to the LCD test, but the average case is less better this time around. This makes sense as vsync normalizes performance to 60FPS but there may still be a slight advantage for the lower resolution. It seems as if the Dell 3007WFP isn't significantly disadvantaged when compared to a CRT.
But there is one more advantage over LCD panels: refresh rate. We tested 120Hz, though we did have to lower resolution once more to make it work. This will increase performance on its own, but the results are impressive.
With an average of 25ms input latency, minimum of 17ms and maximum of 29ms, the results here show an incredible impact on input latency when running at a higher framerate and refresh rate. These numbers come in really low. The 1152x864 resolution does provide about 200 FPS which will also have an impact on latency, but the fact that 1600x1200 had a higher framerate than 2560x1600 but showed similar latencies, we suspect that the limit was refresh rate. Although it could be that the higher refresh rate was able to allow the advantages of the higher framerate to shine through.
Either way, this is incredibly low input lag.
Combating Input Lag and Final Words
Now that we know what's going on and what the factors are, what can we do about it?
Sometimes 1ms can be the difference between your input getting to the software in time to be included in the next frame. Most of the time it won't. Of course, the difference between 8ms and 2ms could actually make a frame of difference (up to 16.67ms) in input lag. A mouse that can handle 500 reports/second is what we recommend as a good balance.
It is possible to overclock your mouse. You will still be limited by the physical capabilities of the mouse, but running the USB port for the mouse at a higher rate can help, especially if you don't want to invest in a more expensive mouse. There are tools out there to both check your mouse report rate (with Direct Input Mouse Rate) and to change the rate by replacing the usb driver. When changing the rate on Vista SP1 or Windows 7, drivers will need to be signed. This can be accomplished by using testing signatures and forcing windows to load them. NGOHQ offers a good tutorial on this here.
CPU, memory and GPU will impact the input lag between the mouse and the display. The GPU, as the main internal bottleneck in games, will likely have the largest single impact (higher framerate means less time between frames and less lag), but this is heavily dependent on game design. The basic recommendation is a modestly priced dual core CPU, inexpensive RAM, and a fast GPU. Faster CPUs and RAM could potentially benefit but will not likely provide a huge return on investment in this case.
For input lag reduction in the general case, we recommend disabling vsync. For NVIDIA card owners running OpenGL games, forcing triple buffering in the driver will provide a better visual experience with no tearing and will always start rendering the same frame that would start rendering with vsync disabled. Only input latency after the time we would see a tear in the frame would be longer, and this by less than a full frame of latency.
Unfortunately, all other implementations that call themselves triple buffering are actually one frame flip queues at this point. One frame render ahead is fine at framerates lower than the monitor refresh, but if the framerate ever goes past refresh you will experience much more input lag than with vsync alone. For everyone without multiGPU soluitons, we recommend setting flip queue or max pre-rendered frames to either 1 or 0. Set it to 1 if framerate is always less than monitor refresh and set it to 0 if framerate is always greater than or equal to monitor refresh. If it goes back and forth, only NVIDIA's OpenGL triple buffering will provide the best of both worlds without tearing and will further reduce input lag in high framerate situations.
Improperly handling vsync (enabling or disabling a 1 frame flip queue at the wrong time) can degrade performance by at least one additional whole frame. But with multiGPU options, we really don't have a choice. With more than one GPU in the system, you will want to leave maximum pre-rendered frames set to the default of 3 and allow the driver to handle everything. Input lag with multiGPU systems is something we will want to explore at a later time.
You will want a monitor that doesn't do much (if any) processing. Preferably with a "game" mode. We recently took a look at a few monitors to get a feel for the difference in input processing. While we didn't test it in this article, adding another 16ms to 33ms to input lag is just not a good idea.
One of the largest benefits to games that don't inherently carry a lot of input lag is refresh rate. A real 120Hz refresh rate can significantly benefit input lag especially in twitch shooters. While that impact would be less in games where the framerate can't keep up, the hail of additional frames that can be incurred between the computer and the monitor will still be significantly impacted. Additionally, vsync (even in the worst case) is much cheaper on a high refresh rate monitor. Triple buffering (or even 1 frame flip queues with performance lower than refresh) and 120Hz monitors are a match made in heaven.
Final Words
What started out as a short article on the concept of input lag ended up touching on quite a few key issues in gaming. We get into a few of the concepts of game design and program flow in addition to looking at hardware impact. While we hadn't planned on it, picking up a camera that can do 1200 FPS allowed us to actually measure the input lag of a couple real games.
There are quite a few good nuggets to take away. First, input lag is hugely dependent on the game. There will be games that optimize for reducing input lag and others that do not. In some games it is more important than others. For games that incur huge amounts of input lag, there is only so much that can be done. Using the tips we provided will definitely help get people on the path to lower input lag.
Unfortunately, sometimes reducing input lag to its minimum requires spending money especially on the display side of things. Just make sure to read reviews that look at display lag as avoiding a display that adds an extra 16ms to 33ms of input lag is definitely a good start. Beyond that, a faster GPU is the next most important upgrade, and a mouse that can do at least 500 reports per second is a good idea.


text:
May 6, 2016
The weather Saturday is shaping up to be ideal for the 22nd annual St. Patrick's Day Festival in Emerald Isle.
Workers were getting ready Friday for the festival in the parking lot at Emerald Plantation Shopping Center.
The festival, which WITN is a proud sponsor, has rides, games, food, entertainment and shopping.
It's also an early boost to tourism season with some, 25,000 people expected for the Saturday event.
The nearby Islander Hotel sold out of all 80 rooms for the weekend.
The festival starts at 9:00 a.m. and continues until 5:00 p.m.
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text:
The Claremont Hotel Lecture Series recently hosted a talk by Dr. Ralph Nurnberger, Professsor of International Relations at Georgetown University, where he has taught since 1975, and a partner in Nurnberger Associates, Inc., a government relations firm that is affiliated with Gray Global Strategies. His topic is The Potential of a Nuclear Iran in the New Middle East.
Dr. Nurnberger's most recent book is entitled "Lobbying in America." His articles have appeared in The Washington Post, The Washington Times, Christian Science Monitor, Miami Herald, Los Angeles Times, Baltimore Sun and numerous scholarly journals and magazines. He has also advised numerous Congressional, Senatorial and Presidential campaigns on foreign policy issues, especially those related to the Middle East.
This talk was recorded August 23, 2012, at The Claremont Hotel in Southwest Harbor.


text:
May 5, 2016
Strong straight line winds snapped trees and downed power lines throughout the city of Rockford and Freeport and several other communities.
Com Ed reports 80,000 people are without power at this time and it will be 24 to 48 hours before power is restored to all. Many intersections have malfunctioning traffic lights. Use extreme caution when driving through those intersections.
The City of Rockford says downed tree limbs have closed parts of some streets. The Public Works Department says it will take several days to clean up the streets. Use caution.
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text:
Couple accused in beating and cutting of Newport News woman
An argument turned into a physical fight at a Newport News home and now two people are facing charges.
An argument turned into a physical fight at a Newport News home and now two people are facing charges.
Fire Marshals charged three juveniles with arson for a fire that destroyed two boats at a James City County marina.
In 2009, Facebook sued Sanford Wallace under federal anti-spam laws known as CAN-SPAM, prompting a judge to issue a temporary restraining or…
Chinese stocks fell Tuesday for a fourth day, hitting an eight-month low amid signs Beijing was no longer buying shares to stem a price slid…
A fight between two roommates ended when one of the men bit off a large portion of the other's ear, police and prosecutors said.
Tropical Storm Erika is approaching the Leeward Islands from the Atlantic and is forecast to gain strength.
IndyCar driver Justin Wilson, died on August 24, 2015, after sustaining a head injury in a race on August 23, 2015.
Police received a call for a robbery to business around 10:00 p.m. last night in the 3200 block of High Street.
Hampton police are investigating a shooting overnight in the Pheobus neighborhood.
With his first swing in over four months, and David Wright sent a 1-1 pitch screaming out of left field.
Police are investigating a shooting in the 700 block of Lincoln Street.
The businesses that are selected will get $10,000 when they sign a lease and another $10,000 after staying open for a year.
If you're taking the train up north from Norfolk– you won't have to get up as early now.
The Chesapeake Health Department is warning people in one neighborhood about an aggressive fox.
Officers in Newport News arrested man wanted in connection with several vehicle break-ins in the Deep Creek neighborhood.
Portsmouth police are looking for two people they are calling persons of interest in a deadly shooting on Florida Avenue.


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FORT WAYNE, Ind. (21 Alive) - IPFW closed out its women's volleyball regular season Saturday niht with a 3-0 win over North Dakotas State (25-23, 25-14, 25-22).
The win gave the Mastodons just their second undefeated season at the Gates Sports Center in the 36 year history of the program as they finished the season 11-0. It also assures them of no worse than the fourth seed in the Summit League Tournament.
Emily Spencer and Hailie Ripley led all players with 14 kills
The 'Dons will now have to wait to see who they will face in the Summit League Tournament which begins on November 20 in Indianapolis.
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Hey I like the start to this!! I really like the way the islands are popping and the parchment is pretty cool. Will be following along for sure. glad your back on the horse LOL
It's been a while since I updated the Dispatches series, but I've had requests (well, one really - you know who you are) to get back to work, so here goes.
This is a pretty ambitious map. There seems to have been a real burst of great maps lately (I'm looking at you, Max), which have inspired this new style and large scope project. Trying to be pretty experimental, at the moment, so feedback is more than welcome.
Still have to figure out what the map is actually going to show...
Hey I like the start to this!! I really like the way the islands are popping and the parchment is pretty cool. Will be following along for sure. glad your back on the horse LOL
Indeed a good start I Like the coastlines. Though I'm not a great fan of the background( too many and large stains to my taste) but I'll keep an eye on this map! What size is it?
I concur with Max, the stains are a bit much for me. It makes me focus on them instead of the map.
Also a bit blurry?
Otherwise I really like it
Finished map : Gandaria
I think once there's some physical features on there, the stains will actually work well with the overall design by balancing all the (presumably to be added) mountains, cities, etc.
I agree with Thordred that it looks a bit blurry. Looking forward to seeing this develop!
Thanks for those comments - pity the stains aren't popular, as I'm really liking the texture of this paper. But Diamond's probably right, they'll disappear once the land starts filling up.
The blurriness is also a deliberate feature, but perhaps it is a bit overdone?
Anyway, new update - not many changes, as I'm not a fast worker, but hopefully starting to give an idea of what's to come. Added some mountains (mostly just for experiments), some cities, a couple of labels, and cleaned up some ugly spots around the islands.
As always, CC encouraged. I'd also like to know what people think of:
A. the mountains - I don't know which style works better at this stage. The ones on the left are fancy but really slow to add; the ones on the right maybe look a bit cartoonish?
B. the city symbols - I'm going for a highly stylised city emblem (I call them medallions) with similar types for towns. What do people think?
C. the text - trying a new font. Don't know if it works. Again, comments would be great.
(by the way: Max, I think it's a bit under 5100x5100 pixels. I wanted to do it bigger, but my computer told me not to)
I like the overall idea and concept of this map and I see the work and ambition. But there are quite some details I don't like.
The 4 water lines would be okay, but when it comes to all those little islands (I like them) the number of lines disturbs the clearness of the map. It's a mess.
To me the blurriness of the background looks like it is a very tiny map that was increased to much for the dpi-quality it had.
I don't understand the city symbols. What is it? They look like comic bear faces.
The black of the typo and the mountains is nice and deep, the black of the coastlines is lighter and blurrier, the line of the border is even lighter but sharp again.
There should be more consistency in the line art.
The mountains in he right part don't rock me that much, but the mountains at the bottom are the hell of cool.
Last edited by Freehand 5.5; 01-27-2013 at 03:42 AM.
i quite like the city symbols.
i think with regards to the water/coast/wave lines, 3 might be better. and id remove one of the ones closest to the land as they seem very tightly-packed there. other than that i quite like this, including the distressed pape, though id keep it hiddenn while working on it as its quite distracting. then you can mess around with layer styles & opacities and what not once its done to see what you can do
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This looks really cool!
Agree with others about waterlines. I really lile the cities icons which gives original feel. The 2 moutains will fit the map i guess. Both are nice


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Wow, that is beautiful work! Love the layout and the colors.
Most recent commission. I'll also be doing some closer maps of places within this one. This map was created/drawn/painted by hand, mostly in photoshop (with the exception of approximately two thirds of the labels, which were hand-lettered on paper first and then scanned).
EDIT: I've now finished one of those aforementioned closer maps, The Realm of Callis. Check it out HERE! Also, during the planning stage of Callis, it was decided to relocate some of the cities in the interest of flavorful storytelling, and so I've switched out the map of Wyn above to reflect those adjustments.
Last edited by Chashio; 09-05-2013 at 06:51 PM.
Wow, that is beautiful work! Love the layout and the colors.
Normally i am Not a Big Fan of midd empty Ocean Maps, but yours is realy skillfully rendered. You got my Rep. for this.
As the guy that commissioned it, I am thrilled. If you guys could see the notebook paper scribbles that I provided as the guide... This final result is MAGIC, plain and simple.
Lovely piece of art!
very nice, i particularly like the title bar
My W.I.P Elyden globe map thread - please check it out and let me know what you think
my gallery
my worldbuilding and cartographical blog please sub!
my Patreon!
Looking nice. Shame you can't show a bigger version!
Man that's fantastic! LOVE the hand drawn tree!
This is very nice. I like it a lot. I really hope persondude will allow Chashio to upload a much higher res of this one. I really want to zooooooom in!
Have some Rep.! And a like on top
I'm trapped in Darkness,
Still I reach out for the Stars
This is beautiful. I would love to see more as all the others. This must go with an amazing story to have so much detail.


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Receive a pair of earrings with orders from AUD 220*
This very cute charm represents two dolphins in different metal platings. Sparkling in a variety of crystal colors, it will make a beautiful addition to a charm bracelet or necklace. Get the nautical look by combining it with other sea-inspired charms!


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text:
Topic: The X-Stop Spacer: Minimally Invasive Treatment for Lumbar Spinal Stenosis
Broadcast Tuesday, July 19, 7:30 p.m. on 21Alive
Dr William F Young with NeuroSpine & Pain Center will discuss the X-Stop Spacer a minimally invasive alternative surgical treatment for Lumbar Spinal Stenosis. Learn more about X-Stop –
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43 U.S. Code § 91 - Deposit in Treasury of unearned fees and unofficial moneys
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Officers of district land officers, as designated by the Secretary of the Interior are authorized, under the direction of the Secretary of the Interior or such officer as he may designate, to deposit to the credit of the Treasurer of the United States all unearned fees and unofficial moneys that have been carried upon the books of their respective offices for a period of five years or more, which sums shall be covered into the Treasury by warrant and carried to the credit of the parties from whom such fees or moneys were received, and into an appropriation account to be denominated "Outstanding liabilities."
Source(Mar. 2, 1907, ch. 2562, § 1,34 Stat. 1245; Oct. 28, 1921, ch. 114, § 1,42 Stat. 208; Mar. 3, 1925, ch. 462, 43 Stat. 1145; 1946 Reorg. Plan No. 3, § 403, eff. July 16, 1946, 11 F.R. 7876, 60 Stat. 1100.)
This section, as originally enacted, related to receivers of public moneys for land districts. The office of receiver was consolidated with that of register by acts Mar. 3, 1925, and Oct. 28, 1921, under which the office of receiver was abolished. See, also, Transfer of Functions note below.
Transfer of Functions
For transfer of functions of other officers, employees, and agencies of Department of the Interior, with certain exceptions, to Secretary of the Interior, with power to delegate, see Reorg. Plan No. 3 of 1950, §§ 1, 2, eff. May 24, 1950, 15 F.R. 3174, 64 Stat. 1262, set out under section 1451 of this title.
"Officers of district land offices, as designated by the Secretary of the Interior," substituted for "registers" and "Secretary of the Interior or such officer as he may designate" substituted for "Commissioner of the General Land Office" on authority of section 403 of Reorg. Plan No. 3 of 1946. See note set out under section 1 of this title.
Effective July 1, 1935, the appropriation provided for in this section was repealed and provision was made for annual appropriations of sums necessary to meet expenditures by act June 26, 1934, ch. 756, § 17,48 Stat. 1230, which was repealed by Pub. L. 97–258, § 5(b),Sept. 13, 1982, 96 Stat. 1074. See section 1322 of Title 31, Money and Finance.
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Being nice is a great ideal. Not any type of true accross the board reality. Be nice and care for those who truely cannot care for themselves. Everyone else is either feeding or being fed upon.
Being nice is a great ideal. Not any type of true accross the board reality. Be nice and care for those who truely cannot care for themselves. Everyone else is either feeding or being fed upon.
"Liberal" is being used in so many different ways that I don't know what it means anymore. I see it being used as a bad word, especially by bighead. What do you mean with "liberal", bighead? And why do you just ask whether "liberals" should be nice instead of everyone?
I dunno, shouldn't moralistic self-identified "conservatives" be a little nicer, considering that they claim to have access to the one absolutely correct moral code? Shouldn't they come across as a little more fulfilled by their own lifestyle (it is the One True Way To Live Correctly, after all, shouldn't it be more positive and attractive?), and a little less grouchy-grampa angry old white man yearning for the good ol' days when blacks and wimmins couldn't vote and everyone was Christian and nobody could get enough money or power to dispute the white male conservative mindset?
That brings up the issue of what you mean by "nice," though; I try to be "nice" in the sense that I try to refrain from calling names or just blatant character assassination, but I don't think that necessarily equates to being nice in the sense of not wanting to offend or hurt anyone's feelings. If you genuinely believe that what someone is doing is morally or ethically wrong, then it seems consistent that you would value your position in that case above that person's feelings. For example, if you think that someone trying to block blacks and/or women from voting is making a hugely immoral dick move, then I don't see any reason why you would prioritize not hurting that person's feelings over actually doing something to stop them --- if I had a choice between solving a problem and not pissing someone off, I'd solve the problem every time.
"I'm sorry
For all the things that I never did
For all the places I never was
For all the people I never stopped
But there was nothing I could do..."
I don't think they have to be related at all. I want everyone to have the same rights, but I don't necessarily want to be nice to them.
Last edited by WebDudette; 03-11-2013 at 07:50 AM.
I wrote a four word letter.
But say you advocate welfare policy that, in many cases, gives people who made bad decisions a second chance in life. The inspiration behind advocating this policy would be that you are a caring person who is concerned about the well-being of others and society as a whole. This particular belief is not really a "right", it's just the belief that it is a moral imperative to help the needy. So, wouldn't the inspiration to support this kind of welfare policy also inspire you to be a nice, kind person in everyday life? Because isn't it true that kind people are beneficial to society?
Also, if you were to disagree with this, then would you also say that there is nothing wrong with aggressively supporting altruistic public policy but being unkind and not nice at all?
Last edited by bighead384; 03-11-2013 at 08:00 AM.
When they said "sit down", I stood up.
There is nothing wrong with supporting altruistic public policy, while being unkind and not nice at all.
I wrote a four word letter.
Originally Posted by Tom Gabel


text: Pristine (gentle use). The outsoles show faint wear. FIT: This style runs small fitting similar to a US 10. Shoe size listed at US 10.5 / IT 40.5. RETURN POLICY: Shoes may be returned in the condition received. They must be in the original box and/or packaging with the security tag attached.


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'You Can't Whitewash the Events of the Bible'
Mel Gibson's movie 'The Passion' is faithful to scripture, and that's why critics are angry, says a Bible scholar.Beliefnet about Mel Gibson's film "The Passion," which dramatizes the last hours of Jesus. Critics--including Catholic biblical scholars and the Anti-Defamation League--have raised concerns about the movie's historicity and its portrayal of Jewish authorities. Bock saw a rough cut of the film in late August.
What is your analysis of the controversy over "Passion"?
The controversy is not about the film. It's about the content--the biblical portrait of the Passion. The gospel accounts agree that the Jewish leadership with Pilate are ultimately responsible for Jesus' death. They agree that Pilate had the technical final decision. But they also suggest that Pilate's sensitivities would not have risen to the level they did had it not been for the relationship and influence of the Jewish leadership.
It's not an attempt to blame all Jews. It's an attempt to historically explain what put Jesus on the cross. Jesus was put on the cross for what was fundamentally a dispute with Judaism about who he was, according to the biblical portrait.
What you have going on with some of the scholarship is a reflection of a kind of critical/skeptical reading of the biblical accounts. These people are claiming to be historical critics and being very careful about the history on one hand, but they're also reading these accounts very skeptically on the other.
There's another kind of conservatism that claims not to be quite so skeptical about the quality of the accounts. Those people, the second group-critical, not skeptical-would look at this film and say "I think it's fundamentally biblical." I think I heard a quote from someone yesterday, a Catholic, who said, "If this film really were anti-Semitic, I'd complain about it but I won't because basically it's fundamentally biblical."
If you're going to understand the discussion going on between Christianity and Judaism over the centuries, youhave
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In her weekly blog posts for the New York Times Small Business, Fashioning Change CEO, Adriana Herrera gives an inside look into the challenges many young startups face. From learning to code to earning a co-founder, she shares insights from her own experiences as the Founder of a fashion-focused social enterprise startup in San Diego.
This week Adriana got a little more personal, focusing on the pros and cons of starting up in her native Southern California. A graduate of the San Diego Founder Institute (where she was the only female founder), Adriana explains how her participation and continued involvement with the FI community propelled Fashioning Change forward.
"The program was like drinking from a fire hose" she says, "It was tough... but the experience was invaluable and connected me to a network of brilliant advisors and mentors that taught me what I needed to know to get Fashioning Change of the ground".
She goes on to explain how the relationships formed while in the Institute have proven to be helpful years later and how the program is a great option for female founders. An approach that's "a head of the curve" in regards to women in tech, Adriana says her experience in the program helped her become more resourceful in a largely patriarchal business community.
Click here to read Adriana's full post on the New York Times and follow her on twitter at @adriana_herrrera.
If you are interested in starting up in San Diego, register now for Employee to Entrepreneur: Making the leap to Startup Founder happening on Wednesday, April 10th at 5:30pm. Hear from successful startup founders that took the plunge and left the corporate world behind to build their dream companies.
The event is free and open to anyone interested in entrepreneurship. Click here to register now.
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40 U.S. Code § 9102 - Duties
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(a) In General.— The Commission of Fine Arts shall advise on—
(1) the location of statues, fountains, and monuments in the public squares, streets, and parks in the District of Columbia;
(2) the selection of models for statues, fountains, and monuments erected under the authority of the Federal Government;
(b) Duty To Request Advice.— The officers required to decide the questions described in subsection (a)(1)–(3) shall request the Commission to provide the advice.
Source(Pub. L. 107–217, Aug. 21, 2002, 116 Stat. 1232.)
|Revised Section
|Source (U.S. Code)
|Source (Statutes at Large)
|40:104 (3d, 6th sentences).
|May 17, 1910, ch. 243, § 1 (3d–6th sentences), 36 Stat. 371.
|40:104 (4th sentence).
|40:104 (5th sentence).
In subsection (b), the words "in each case" are omitted as unnecessary. The words "request the Commission to provide" are substituted for "call for" for clarity.
In subsection (c), the words "buildings of the Library of Congress" are substituted for "building of the Library of Congress" for clarity because the Library of Congress comprises more than one building.
LII has no control over and does not endorse any external Internet site that contains links to or references LII.


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| User:Ragref2
Hi, welcome to GTA Wiki. Thanks for contributing to the Perennial page, and for taking interest in the wiki. Please leave a message on my talk page if I can help with anything, or as alternatives, leave a post on a forum, or refer to the Help pages. -- Messi1983 (Talk) 19:16, June 10, 2012
I've got it from the German Wiki. I supposed they had right logos but some are photoshoped... Just leave it that way, they have better quality than the images before.Dodo8 Talk
Saying hello
Hi there, I hope all things are well. I implemented a new policy but to ensure the best for our readers I need to work a bit closer with other editors of vehicle articles. Seeing as you are recognised on my list, might I ask if you are from the United States? JBanton (Talk | Contribs) 16:56, May 26, 2013 (UTC)
Could you provide references to the Viva Video attack on Wikipedia? The reason for this is we can provide evidence that User:Bea Binene really is a vandal.
Mr. T., That's Me! (talk) 07:32, June 3, 2013 (UTC)
- That sounds really compelling! Not to sound racist or anything but most vandals here and on Wikipedia are Filipinos. I'm not saying there not the ones doing this, it is the first thing the user is. Unlike the Filipino vandals on Wikipedia, this User:Bea Binene is acting alone and really isn't seriously vandalising. She/He/Its only creating her Viva Video crap and vulgar pictures. Us Patrollers and Admins are watching the user's every move.
Mr. T., That's Me! (talk) 18:17, June 11, 2013 (UTC)
Don't highlight your signature in green, this is only for the b'cats. Thanks. --Thomas0802 (talk-Edits) 09:57, July 22, 2013 (UTC)
Broken Image
Could you tell me in which page the image is? Thanks --Thomas0802 • (talk • edits) 22:56, July 29, 2013 (UTC)
Ok :) --Thomas0802 • (talk • edits) 22:59, July 29, 2013 (UTC)


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Log in
This month we sit down with Anne Wend Lipsey, Executive Director of Kalamazoo Loaves and Fishes.
Tell us how you got to where you are today (positions held, career shifts, etc)
I graduated from Western Michigan University with a degree in secondary education, and then my husband and I moved to Ann Arbor. After studying Urban Planning at the University of Michigan, I worked for an organization doing home repair for senior citizens in Detroit. The community-based group did good work helping to keep people in their homes. We moved back to Kalamazoo, and I got involved with Ministry with Community as it was starting. I worked with their Center City Housing (precursor to Housing Resources, Inc) and with the beginning stages of Kalamazoo Loaves and Fishes (KLF). With KLF I helped facilitate conversations involving soup kitchens and the role of Ministry and KLF with prepared meals. After spending six months working at the Eastside Neighborhood Association, I applied to KLF and became their second office person. During this time (1984-91), KLF was very grassroots, so we did it all – from office to warehouse. I then worked for about seven years with United Way and about five years with the Kalamazoo Community Foundation. During these years I got a comprehensive view of the area's nonprofit sector and the particular experience of observing nonprofit leaders. I returned to KLF in 2003 – still a grassroots effort – and took on the task of developing it into a more stable, long-term organization.
What do you most love about the Kalamazoo community?
Kalamazoo is my hometown. While I've lived other places, there's just something special about Kalamazoo. People here care about the broader community. They're willing to struggle with the big questions and take on the big issues. At the same time, there are pockets of really cool activity going on here. And it's accessible. Kalamazoo is big enough to have Peace Jam host Nobel Peace Prize laureates and yet small enough to get from here to there without fighting traffic.
What guides or principles do you rely most upon?
I rely on groups: an incredible staff that consistently does great work, a dynamic board that asks the tough questions, and a volunteer corps that operates out of caring passion. The combination creates a great energy that's bigger and different than any of them could do on their own.
Who was one of your mentors and what do you carry with you from that relationship?
Bob Rasmussen was pastor of North Presbyterian Church when Ministry with Community was starting. He's a friend and set me on the right path. I worked with Ann Marston on allocations at United Way. She was a strong advocate of nonprofit organizations and knew their importance to the community. My husband, Sandy Lipsey, has the ability to listen deeply. He helps me get to the other side of the hysteria. And my parents: my dad taught at WMU and my mom worked with substance abuse prevention. I grew up during a wild and wonderful time when you needed to take sides, and my parents taught me to be on the side of social justice – the side of "we," not "me."
What's an average day like for you at work?
First, there's my rev-up time when I touch base across the organization on items of the day. There's time spent interfacing with the board – as a whole, in committees, or in individual meetings – as we continue navigating the transition from grassroots to stable, dynamic organization. I spend time on fund development: writing newsletter articles or thank you notes, visiting donors, or talking to groups about KLF. Finally, there's checking progress on items I've delegated to other staff.
What are the types of challenges/opportunities that keep you up at night?
The primary challenge: people are food insecure. We're doing more advocacy than ever. We no longer talk about putting ourselves out of business, because the situation is not improving. For example, how do you stand up to cuts proposed in the Farm Bill? It's the injustice of it all.
How do you stay up-to-date on latest trends in your field?
ONEplace provides incredible resources for the nuts and bolts of nonprofits. I also stay connected with national organizations – the Food Research and Action Center (FRAC) and Feeding America – plus regional ones as well – the Food Bank Council of Michigan and the Food Bank Council of South Central Michigan. I'm more an observer now but did spend time on the board of the Food Bank of Michigan. I also keep in touch with others that provide emergency relief services in our area.
Advice for those wishing to have a long lasting career in the nonprofit sector?
Listen, listen, listen, listen. I'm centered in the belief that it is with others that we find wisdom, perseverance, and strength to carry on. The other piece is to have fun with each other – with staff, with volunteers, even with the board. We're all a part of this community. We're all in this together.
What do you geek (i.e., what hobby or outside interests do you really like)?
I'm a potter (I make weird pots). I also garden, read mystery novels, and spend time with my grandchildren.
Anything else?
Push out your timeframe. Find one place to naggle at the edge. What does it look like over a long period of time? Accomplish something today and then build upon that.
Posted by Thom Andrews at 12/20/2013 02:46:37 PM |


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Written by Mitch Jayne on May 2, 1999
Read more
Written by Joel Vance on May 2, 1999
Written by Mike Kruse on May 2, 1999
Written by Tom Johnson on May 2, 1999
Written by Susan Flader on May 2, 1999
May 1999 - Volume 60, Issue 5
Editor - Tom Cwynar
Assistant Editor - Charlotte Overby
Managing Editor - Jim Auckley
Art Editor - Dickson Stauffer
Designer - Tracy Ritter
Artist - Dave Besenger
Artist - Mark Raithel
Photographer - Jim Rathert
Photographer - Cliff White
Staff Writer - Jim Low
Staff Writer - Joan McKee
Composition - Libby Bode Block
Circulation - Bertha Bainer
MDC protects and manages Missouri's fish, forest, and wildlife resources. We also facilitate your participation in resource-management activities, and we provide opportunities for you to use, enjoy and learn about nature. Read more about our mission.


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The Lake Forest Spartans improved to 3-2 on the season Saturday afternoon defeating Delmar 19-14 in one of the more unlikely ways you'll see a football game end.Trailing by one with just second left, Lake Forest lined up for a game-winning field goal. The attempt was blocked by Delmar, but picked up by Lake Forest's Austin Aguilar who ran it into the end-zone for a game-winning score.
The Sussex Tech Ravens stayed undefeated this year, downing Caesar Rodney 17-6 at home on Saturday afternoon.
It's a good news, bad news kind of day for Halle Berry. CBS has canceled its summer sci-fi drama
The boat ramp at Holts Landing State Park will be closed from Oct. 12 until January 2016 for construction of a double-lane concrete ramp.
Cops with an image problem? No problem! On Sunday's episode of Brooklyn Nine-Nine, Captain...
"Pizza rat" may have a rival — or two.
A Florida man drove a stolen car to police headquarters to pick up court papers related to another stolen car charge,
Imagine if when Brad Pitt opened the box in Se7en, not only would he find his wife's dismembered head, but the...
Delaware Directory
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The bill gives legal clearance for more people to administer opiate antagonists. The powerful drugs can stop an opiate overdose by "freezing" the brain's receptors for opiates such as heroin or OxyContin.
One Republican senator compared the bill to a needle-exchange program. Republican Sen. Kevin Lundberg of Berthoud said the drug's expansion would send the wrong message to people who use dangerous drugs.
Other Republicans called the measure a potential life-saver for addicts. The measure was approved on an unrecorded voice vote and faces one more Senate vote before heading to the House.
Senate Bill 14: http://bit.ly/XUlWsQ


text: "My name is Dan Zimmerman. Over the last three years I have done a significant amount of research on abortion in Minnesota and its effects on women. The research has revealed frightening things both about abortion and the leading abortion provider, Planned Parenthood (almost one million abortions in the last three years). I found that many have been misled by statements made by organizations that stand to gain by promoting abortion. An organization called the Justice Foundation invited women who have regretted their abortions to connect with them, and over 3,000 responded with their stories of great regret. Continue Reading →


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Victoria's Secret Won't Make Bras for Breast Cancer Survivors
A petition on Change.org calling on Victoria's Secret to create a special line of "Survivor" bras for breast cancer survivors who have undergone mastectomies is going viral.
A petition on Change.org calling on Victoria's Secret to create a special line of "Survivor" bras for breast cancer survivors who have undergone mastectomies is going viral.
Americans loosened their purse strings in May to update their wardrobes with bright new styles and take advantage of Mother's Day promotions.
The Victoria's Secret chain has a secret, all right, and it's a dirty one. Its undies that are purported to be made with "fair trade" organic cotton actually utilize some unseemly labor practices in the early stages of the supply chain.
Retail stocks surged Thursday, as June same-store sales sparked investor euphoria. The jump probably stood out even more sharply against a still-tough economy for many U.S. consumers. However, if this sudden elation has you thinking about snapping up retail shares yourself, make sure you shop with more than a little caution.
Bath & Body Works is Limited Brands' second most valuable division after Victoria's Secret, representing 25% of the firm's estimated equity value. Trefis looks at how this key division is recovering from the recession, and what that could mean for the company overall.
Spending for the lovers' holiday this year is expected to climb 5.8% over 2009, and that spells opportunity for investors. Here are some greeting card, candy, jewelry, flower and restaurant stocks that could get a lift from sweethearts looking for that special something.
Early in the year, the market appeared fraught with danger as the recession threatened to hang around. But for the intrepid, it was a welcome stage for value-hunting at depressed stock prices. Here's a look at picks that panned out well -- and not so well.
As year-end nears, investors are in for a surprise about which stocks in the S&P 500 spearheaded the unexpectedly robust upswing in 2010. Hint: Cummins is the only economy-driven name in the bunch. Plus: Hints from Goldman Sachs on how 2011 could turn out.
Major retailers got an early Christmas present this year: Better-than expected November sales. The nation's largest merchants posted 6% sales growth in November compared to 2009, far ahead of the 3% to 4% growth forecast by most analysts. But holiday shoppers are expected to continue their bargain hunting in December.
As retailers wrapped up their third-quarter earnings reports this week, most merchants said they're back in cost-control mode and will tighten inventories after the holidays. With shoppers still spending cautiously and costs on the rise, profit growth will have to come from squeezing more juice out of slowly rising sales.
Limited Brands (LTD), owner of retail chains including Victoria%u2019s Secret and Bath & Body Works, will pay out a special dividend of $3 a share. The company also plans to buy back $200 million of its shares, Limited Brands said in a statement.
After a stronger-than-expected spring, the doldrums have hit summer harder than usual. Merchants' second-quarter reports were shot through with disappointment over the slow economic recovery and a sense that retailers will have to work hard to boost sales the rest of 2010.
The earnings spotlight falls on retailers this week, and expectations are high for many of them, including Abercrombie & Fitch and Dollar Tree
By Mike Schuster, Minyanville.com Purveyor of sultry bedroom wear, finicky snap clasps and freakish angel-model hybrids, Victoria's Secret, has...
Wall Street is hoping profits are back in style when two specialty retailing biggies -- Victoria's Secret parent Limited Brands and Gap Inc. -- report fourth-quarter results. Both are forecast to post improved earnings after a year of maneuvering to boost profit margins despite lower sales.
What makes an effective lingerie ad? If you guessed a niqab, a type of veil worn by some Muslim women, kudos to you for thinking outside the box like the creators of this spot by German lingerie retailer Liaison-Dangereuse.com.
Shoppers are looking for more casual pajamas, antibacterial toiletries and moderately priced underwear, executives at Limited Brands (LTD) say. The...
It looks like kids will get clothes for Christmas this year, and there could be some lingerie for mom under the tree, too. Apparel is making a...
Limited Brands Inc. (LTD) beat both its own expectations and Wall Street estimates for the second quarter and raised its guidance for the full year,...
Mall walkers know The Limited well. For the past 45 years, the chain has graced shopping centers and currently has 225 locations across the country....


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What is RM Cash
This is a "machine-selection optional" part.Please choose a vehicle to see the options specific to your machine,choose from all of the options below and add to cart.
User Tip: If you're unsure of your vehicle type, you may skip the machine type selection box.
"Customer service is priority #1 at Rocky Mountain ATV/MC. We value our customers and strive to be the best shopping experience- when you buy from us, you are buying lifetime service."
-Dan Thomas, CEO and Founder
We take pride in offering no hassle returns. In the event of a return, please call, email or chat with us to receive a solution to the problem. For apparel that doesn't fit quite right, Click here to see our Fit Guaranteed Program.
We will stand behind all products we sell with regards to manufacturing defects in workmanship and material. Most products are limited to the manufacturer's warranty. However, we will do everything in our power to take care of the problem.
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