My father-in-law is a monitor engineer. He is insanely gifted. We were in a Korean factory together years ago and I asked him what it would cost to build the Pro Display XDR today. I will never forget his answer… “A lot…
In my C++ all members of a union are always active.
I'm surprised by that. I use ChatGPT for communication with Japanese clients and I was mistaken for a native speaker more than once. I make almost no corrections other than changing the punctuation from western to…
Both the code and this submission are obvious LLM slop, exactly like the previous one. It's really concerning that so many people can't tell.
It's not just popularity, Epic has been trying really hard to solve it in Unreal Engine. The issue is that, because of monolithic pipelines, you have to provide the exact state the shaders will be used in. There's a lot…
Trying to fit both mobile and desktop in the same API was just a mistake. Even applications that target both desktop and mobile end up having significantly different render paths despite using the same API. I fully…
No, that's not the reason. The shader stutter issues are non-existent on console because consoles have one architecture and you can ship shaders as compiled machine code. For PC you don't know what architecture you will…
Closer to AMD and mobile hardware. We got abominations like monolithic pipelines and layout transition thanks to the first, and render passes thanks to the latter. Luckily all of these are out or on their way out.
And why is that a problem if it works? What if I told you that games also don't simulate each atom individually?
Only slightly related, but GPUs also have such instructions (exposed as InterlockedMax in HLSL and atomicMax in GLSL and CUDA).
A long time ago I did some contract work writing firmware for a major hardware manufacturer in Taipei. I quickly learned to ignore bugs, because reporting them would get me reprimanded for doing things other than the…
My issue with Unreal is that Epic puts little effort into improving the developer experience, focusing instead on churning out tech demos, flashy visuals and half baked features that only become usable after several…
That one was used to implement save data in a game.
I agree with the author that protobuf is bad and I ran into many of the issues mentioned. It's pretty much mandatory to add version fields to do backwards compatibility properly. Recently, however, I had the displeasure…
My father-in-law is a monitor engineer. He is insanely gifted. We were in a Korean factory together years ago and I asked him what it would cost to build the Pro Display XDR today. I will never forget his answer… “A lot…
In my C++ all members of a union are always active.
I'm surprised by that. I use ChatGPT for communication with Japanese clients and I was mistaken for a native speaker more than once. I make almost no corrections other than changing the punctuation from western to…
Both the code and this submission are obvious LLM slop, exactly like the previous one. It's really concerning that so many people can't tell.
It's not just popularity, Epic has been trying really hard to solve it in Unreal Engine. The issue is that, because of monolithic pipelines, you have to provide the exact state the shaders will be used in. There's a lot…
Trying to fit both mobile and desktop in the same API was just a mistake. Even applications that target both desktop and mobile end up having significantly different render paths despite using the same API. I fully…
No, that's not the reason. The shader stutter issues are non-existent on console because consoles have one architecture and you can ship shaders as compiled machine code. For PC you don't know what architecture you will…
Closer to AMD and mobile hardware. We got abominations like monolithic pipelines and layout transition thanks to the first, and render passes thanks to the latter. Luckily all of these are out or on their way out.
And why is that a problem if it works? What if I told you that games also don't simulate each atom individually?
Only slightly related, but GPUs also have such instructions (exposed as InterlockedMax in HLSL and atomicMax in GLSL and CUDA).
A long time ago I did some contract work writing firmware for a major hardware manufacturer in Taipei. I quickly learned to ignore bugs, because reporting them would get me reprimanded for doing things other than the…
My issue with Unreal is that Epic puts little effort into improving the developer experience, focusing instead on churning out tech demos, flashy visuals and half baked features that only become usable after several…
That one was used to implement save data in a game.
I agree with the author that protobuf is bad and I ran into many of the issues mentioned. It's pretty much mandatory to add version fields to do backwards compatibility properly. Recently, however, I had the displeasure…