Blue-ringed octopuses, comprising the genus Hapalochlaena, are four extremely venomous species of octopus that are found in tide pools and coral reefs in the Pacific and Indian Oceans, from Japan to Australia. They can be identified by their yellowish skin and characteristic blue and black rings that can change color dramatically when the animals are threatened. They eat small crustaceans, including crabs, hermit crabs, shrimp, and other small sea animals.
They are some of the world's most venomous marine animals. Despite their small size—12 to 20 cm (5 to 8 in)—and relatively docile nature, they are very dangerous if provoked when handled because their venom contains a powerful neurotoxin called tetrodotoxin.
The species tends to have a lifespan around two to three years, which may vary depending on factors such as nutrition, temperature, and the intensity of light within its environment.
Behavior
Blue-ringed octopuses spend most of their time hiding in crevices while displaying effective camouflage patterns with their dermal chromatophore cells. Like all octopuses, they can change shape easily, which allows them to squeeze into small crevices. This, along with piling up rocks outside the entrance to their lairs, helps safeguard them from predators.
If they are provoked, they quickly change color, becoming bright yellow with each of the 50–60 rings flashing bright iridescent blue within a third of a second, as an aposematic warning display. In the greater blue-ringed octopus (H. lunulata), the rings contain multilayer light reflectors called iridophores. These are arranged to reflect blue–green light in a wide viewing direction. Beneath and around each ring are dark-pigmented chromatophores that can be expanded within one second to enhance the contrast of the rings. No chromatophores are above the ring, which is unusual for cephalopods, as they typically use chromatophores to cover or spectrally modify iridescence. The fast flashes of the blue rings are achieved using muscles that are under neural control. Under normal circumstances, each ring is hidden by contraction of muscles above the iridophores. When these relax and muscles outside the ring contract, the iridescence is exposed, thereby revealing the blue color.
Toxicity
The blue-ringed octopus, despite its small size, carries enough venom to kill 26 adult humans within minutes. Their bites are tiny and often painless, with many victims not realizing they have been envenomated until respiratory depression and paralysis begins. No blue-ringed octopus antivenom is available
The octopus produces venom containing tetrodotoxin, histamine, tryptamine, octopamine, taurine, acetylcholine, and dopamine. The venom can result in nausea, respiratory arrest, heart failure, severe and sometimes total paralysis, and blindness, and can lead to death within minutes if not treated. Death is usually caused by suffocation due to paralysis of the diaphragm.
Direct contact is necessary to be envenomated. Faced with danger, the octopus's first instinct is to flee. If the threat persists, the octopus goes into a defensive stance, and displays its blue rings. If the octopus is cornered and touched, it may bite and envenomate its attacker.
Conservation
Currently, the blue-ringed octopus population information is listed as least concern according to the International Union for Conservation of Nature. Threats such as bioprospecting, habitat fragmentation, degradation, overfishing, and human disturbance, as well as species collections for aquarium trade, though, may be threats to population numbers. Hapalochlaena possibly contributes to a variety of advantages to marine conservation. This genus of octopus provides stability of habitat biodiversity, as well as expanding the balance of marine food webs.
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Are there any video games from the last five or ten years which have actually taken advantage of how powerful PCs and consoles have become? I don't mean hyper-realistic graphics and massive uncompressed textures, but games that genuinely would not have been possibly before the current gen of gaming. Because it seems to me like we've been getting diminishing marginal returns for a while
on the CPU side Crysis was made assuming clock speeds would keeo getting higher but instead of having 6 gigahertz single-core CPUs we have slower 16 core ones and shit, and games have not been very good about utilizing multiple processor cores.
PUBG is 8 years old now but that was/probably is CPU-bottlenecked for a lot of people and something like that is probably pushing it on what they're doing on the CPU side.
i can't remember the name of it but there's a youtube series from some guy making no-gpu graphics stuff because CPUs are orders of magnitude more powerful than they were 30 years ago when people didn't have GPUs
There's some sim games that fully utilize the CPU:
Noita's particle simulation is pretty incredible and the fact that it works online with the Noita Together mod is also wild. Regular gameplay is not the limit, but if you're going for some of the challenges you'll have runs that begin to test the limits of the physics engine and your hardware with extremely powerful wands and manipulating large amounts of terrain. This does all happen in the CPU.
Teardown is a similar thing but in 3D. IIRC the simulation is a bit simpler for Teardown and it runs in the GPU though I might be wrong.
Certain automation scenarios in modded and vanilla Minecraft stretch the limits of CPU hardware. These probably won't come up for 90% of players, though.
I can't think of any games that are doing completely innovative stuff with compute shaders (i.e. doing massively parallel computation on the GPU) in a transformative, totally unprecedented way. I think there's a bit of a materialist explanation here, though. AAA is very live service oriented because it's just more profitable by a large margin. Live service games tend to be online only. Networking doesn't play nice with massively parallel workloads, it simply doesn't make sense to make some kind of simulation that handles that kind of data and has to be consistent across multiple clients with latency between them (and if you just don't synchronize the simulations, you can't have the simulation be mechanically impactful). Ergo, this is a kind of innovation that mostly is gonna happen in singleplayer games and it's risky to invest a lot of money in those, especially for something experimental.
What you can actually deliver to multiple unsynchronized clients with GPU hardware is better graphics and simulations that don't have any mechanical impact (e.g. particle effects, cosmetic fluid simulation).
VR requires high resolutions at high frame rates, so it has been on the forefront of the tech. It's also very expensive so there are very few games developed for it.
The shifts from quantity to quality haven't been as dramatic as something like open worlds for a while, but I do think there are some. You could argue that nearly photorealistic horror games are of a different kind. Better facial animations have allowed new types of storytelling, though that might have started a little before your time window. Maybe those games where you are always slowly squeezing between two rocks instead of having a loading screen could be seen as cinematographically new?
GTA V/VI and RDR2 come to mind. Really I think it's just an issue of rushed deadlines that prevent any sort of detail from emerging so in the end, game studios just pump out machine up-scaled textures and pray that frame-gen solves everything for them. You can put as many shaders in your game but if the textures themselves lack detail it's just going to give off the illusion of depth.
Also chasing trends, Overwatch got to be super successful without any ultra-realism and it shifted the entire space to cartoony hero-shooters (+ fortnite) while the battlefields and cods languished behind and it made sense from a business perspective since the cartoon aesthetic cut costs from having to detail the textures.
gaming in capitalism