On this day in 1897, the Lattimer Massacre occurred near Hazelton, Pennsylvania when a Sheriff's posse fired into a crowd of unarmed, striking miners, killing 19. Miners, mostly Eastern European immigrants, had been protesting for better pay and union recognition.
A week prior, over 3,000 miners had gone on strike, demanding better pay and an end to the forced use of the company store. On the morning of September 10th, approximately 400 miners peacefully marched to a newly opened coal mine in Lattimer to support a new United Mine Workers (UMW) union there.
After refusing an order to disperse by a Luzerne County sheriff's posse, the posse fired into the crowd. Nineteen miners were killed and several dozen were wounded.
Despite the fact that sheriffs had been overhead joking about how many strikers they would kill that morning, as well as medical evidence that demonstrated miners were mostly shot in the back, the sheriff and seventy-three deputies were acquitted at trial, insisting that they were charged by the crowd.
The massacre was a turning point in the history of the United Mine Workers (UMW), who received more than 10,000 new members in the aftermath of the massacre.
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I don't even get raytracing in most games. Oh, now they game runs terribly but at least we have mirrors! I don't know how they manage it but we've had mirrors in games for a while. Hitman 3 is annoying because raytracing makes some windows more reflective. But when it's turned off a lot of windows are always perfectly reflective, even without SSR. So why not just make all of them like that without needing raytracing?
It depends a lot on implementation. Some of them (like Elden Ring to my knowledge) do little to justify the performance hit. Others like The Witcher 3, which admittedly has dogwater DX12 performance, give really cool effects and atmospheric improvements. Check out this Digital Foundry video—the way light bouncing effects visuals is incredible, and dark areas are much improved compared to the dingy blue-green cubemap stuff of the raster lighting system. Perhaps that also could have been solved with different raster techniques, but ultimately I think ray tracing is going to be the way forward. Rasterized lighting is something of a hacky solution to approximate real lighting, and as ray tracing gets increasing adoptions (current gen consoles are doing it now!) I think dev skill will increase and performance impact will drop considerably