Spyke

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White House: Future Software Should Be Memory Safe

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That is the mindset that gives us text editors using 100% cpu to blink a cursor because their css triggers a bug in the web browser they ship to render the text editor.

You can be memory save without shipping a whole browser, but disregarding power and memory efficiency will just make performance gained by hardware evaporate in overhead.

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AMD HDMI2.1 proposal rejected by HDMI forum

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So the HDMI founders are Philips, Panasonic, Sony and Toshiba Known for their Players and in part TVs. The HDMI Forums consists of the rest of the TV Manufacturers and the big names in component Making (Analog Devices, NXP, Realtek, Qualcomm, etc.). So they are all members of a cooperation dedicated to "encouraging and promoting the adoption and widespread utilization of its Final Specifications". I hesitate to call their decisions on connectivity options unencumbered by interests.

oh btw: Anti-Trust does not require to there be no competing offer, just vast majority of market share.

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What proton games are: completely ownable with no nonsense and a solid community?

Most of the stuff on GoG should fit the bill. You still can use it as a website to shop for a game and get a installer exe for it. Without any additional launcher.

As far as documented network go, I've never seen more than games listing a couple of ports for servers, never anything like ips or actual network protocol descriptions. I guess anything with user hostable dedicated servers should be fine.

Problem is that those old games have very low online population, so I'm not entirely sure how much "casual comraderie" you'll find.

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Wayland Cursor Lag: A (somewhat long) rant

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Yeah I really want to see the numbers on this.

It seems to be a absolute breaking issue for them, suggesting a actual noticeable delay. So it should at least be one frame (on 60hz display) of additional latency compared to x11. Especially since there is earlier work Using a Click based measurement setup showing no such delay.

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*Permanently Deleted*

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Bringing more modern tools and features to existing large code bases is "destroying his reputation"? Bjarne and the committee is constantly extending and modernizing a language with code bases older than me. Yes that means the old stuff has to be kept around but that is the price of allowing existing code to migrate gracefully instead of just throwing it out of the window. There is a problem with some missing rails to enforce current and saver techniques but Bjarne is not denying that.

linux

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Wayland Cursor Lag: A (somewhat long) rant

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The pi is either emitting a mouse move or detecting one on the physical device and measuring the time that passes until the photo diode/resistor (not an led) is detecting the cursor to move away.

It's essentially the same setup you would use to detect input to photon latency if you don't have a high speed camera.

Edit: Ah no there's another setup with a pi pico in there... Yeah it's binding and LED Lighting up to a button press to have two visual indicators (LED and Cursor Reaction) you can measure using a high speed camera. Them only having a 90fps phone camera makes it means the measurements are only in 11ms increments though.

linux

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AMD GFX1250 Support Starts Being Built Up Within LLVM

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AMD Mobile chips tend to use a "half-generation" refresh of their main GPU architecture. For example the rdna3 Desktop line is gfx1100, gfx1101, gfx1102 depending on the model. The new mobile GPUs in the strix point CPUs (I. E. the new framework models) have gfx1150/gfx1151 denoting their rdna3.5 refresh.

The UDNA is in reference to amd stopping to have two lines of internal architectures: RDNA for graphics (Radeon cards) and CDNA for compute (like the MI line of chips) and instead have one architecture for both, labeld UDNA.

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Why is the cutscene/FMV problem in Linux gaming so difficult to fix?

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Having the runtime of the codec installed in a wine prefix is not the same as having it work. Just like wine has to work on the codec to get the data to it and output back to the game, in a way that the game, the codec and wines d3d implementation can deal with it. This is made mode difficult by some codecs doing output themselves and some handing buffers back to the game for display.

This is hard and gruesome work. With painstaking observing and duplicating behavior, since a lot is not documented and for a clean room implementation the person implementing it can not look at disassembled binaries or (hypothetical) code-leaks.

Now how do you get a game to not use the codec it’s shipped with? By cracking.

That is just wrong. "Cracking" is the circumvention of Copy-Protection. Before Denuvo afaik no Copy-Protection had data-integrty checks, so modification of game Behavior (aka Modding) did not require tampering with the Copy Protection. Best Example SKSE for Skyrim, a tool adding a lot of additional functions to the internal scripting language while still keeping copy protection in tact.

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training a neural network to play a bullet hell game

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That's an interesting approach. The Traditional way would be to go by game score like the AI Mario Projects. But I can see the value in prioritizing Bullet Avoidance over pure score.

Does your training Environment Model that shooting at enemies (eventually) makes them stop spitting out bullets? I also would assume that total survival time is a part of the score, otherwise the Boss would just be a loosing game score wise.