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David Rousset

Developer. Creative Geek. Composer.

Guide pratique sur la gestion du son et du Dolby Atmos par la PlayStation 5 (Pro)

January 11, 2025January 12, 2025 David RoussetHome Cinéma

Passant pas mal de temps dans les forums home cinéma, je vois très régulièrement des questions et des confusions sur la gestion du Dolby Atmos et des réglages du son d’une manière plus génerale sur[…]

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AV Receivers

Le mensonge de la puissance réelle des intégrés A/V Home Cinéma

August 13, 2023April 13, 2024 David RoussetHome Cinéma

Saviez-vous que la quasi-totalité des constructeurs (Denon, Onkyo, Yamaha & co) vous mentent sur la puissance réelle de leur ampli intégré audio/vidéo ? Allez, je prends le risque de me lancer pour tenter d’expliquer pourquoi et[…]

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Image of 2 HDMI cables fighting each other

Différences de qualité d’image ou de son entre 2 câbles HDMI ?

August 12, 2023August 14, 2023 David RoussetHome Cinéma

Cette question revient souvent chez les passionnées de home cinéma : y-a-t-il un intérêt à dépenser plus dans un câble HDMI ? Si j’achète un câble plus cher, aurais-je une meilleure qualité en échange ? Quelles sont[…]

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From gaming to metaverses, building WebXR apps with Babylon.js

April 12, 2022April 12, 2022 David Rousset3D Software Engine

From VR audio experiments to casual gaming in VR on an arcade machine up to more serious usage to create new ways of collaboration using either AR or VR, you should have a pretty good[…]

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ACS From Zero To Hero

From 0 to hero, connecting your web app to Microsoft Teams using Azure Communication Services

April 6, 2022April 6, 2022 David RoussetEnglish

If you’re looking for a way to integrate audio/video calls in your app, including Teams call, have a look to this simple tutorial using Azure Communication Services. It’s open to non-developer too willing to try the service.

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Understanding Shaders, the secret sauce of 3D engines

March 22, 2020April 1, 2020 David Rousset3D Software Engine

You’ve probably already heard the magic word: “shader” before. But what exactly is it? How does it help to draw beautiful & fast pixels? This article is following: Frame & (variable) refresh rates or why[…]

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Frame & (variable) refresh rates or why Tesla is responsible for the 60 fps war

March 20, 2020March 23, 2020 David Rousset3D Software Engine

I’ve decided to do a new small new series to share my knowledge on 3D engines & games. This first one will be dedicated to a general introduction to 3D engines. More specifically, why and[…]

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Publishing your PWA in the Play Store in a couple of minutes using PWA Builder

February 7, 2020March 25, 2021 David RoussetEnglish

During our last PWA Builder release, we recently announced a new feature to generate from your PWA a signed APK. It’s fully generated from the cloud, no need to install anything on your machine such[…]

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Myth Busting PWAs – The New Edge Edition

October 18, 2019October 18, 2019 David RoussetEnglish

By busting 9 Myths on PWAs, we’ll see that PWAs are stronger than ever. It’s an approach that more and more developers are now considering in order to target multi-devices using a unique code base.[…]

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Recent Posts

  • Guide pratique sur la gestion du son et du Dolby Atmos par la PlayStation 5 (Pro)
  • Le mensonge de la puissance réelle des intégrés A/V Home Cinéma
  • Différences de qualité d’image ou de son entre 2 câbles HDMI ?
  • From gaming to metaverses, building WebXR apps with Babylon.js
  • From 0 to hero, connecting your web app to Microsoft Teams using Azure Communication Services

Recent Comments

  • David Rousset on Tutorial series: learning how to write a 3D soft engine from scratch in C#, TypeScript or JavaScript
  • Jeremie ROUSSEAU on Tutorial series: learning how to write a 3D soft engine from scratch in C#, TypeScript or JavaScript
  • Shettima on Publishing your PWA in the Play Store in a couple of minutes using PWA Builder
  • Davie on Guide pratique sur la gestion du son et du Dolby Atmos par la PlayStation 5 (Pro)
  • olivier on Le mensonge de la puissance réelle des intégrés A/V Home Cinéma

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