conciselyverbose

joined 2 years ago
[–] conciselyverbose@kbin.social 1 points 2 years ago

You can even get third party libraries, though it's limited compared to less restrictive environments.

[–] conciselyverbose@kbin.social 2 points 2 years ago (1 children)

Resolution doesn't change the number of draw calls.

There are plenty of CPU limited games, and they wouldn't have bothered giving the X a higher clock if it didn't mean anything. Anything short of actually identical is a problem when you intend to demand identical features.

[–] conciselyverbose@kbin.social 1 points 2 years ago (3 children)

Slower is slower. Yes, the fact that it's not literally identical is a massive problem when you're requiring identical behavior.

[–] conciselyverbose@kbin.social 49 points 2 years ago* (last edited 2 years ago)

I don't think that's really any kind of flaw. Not every project needs to be actively maintained.

It's OK to write something as a one-off because it's useful to you. It's OK to share that to other people with a license that allows them to use it for their own purposes without making a commitment to work on it forever. It's OK if it's never particularly useful to a general audience and only serves as a small convenience for other people who can follow the code and adapt it to their own purposes or make modifications for compatibility.

If 1% of products that are shared unmaintained save 1 other person some work and 0.001% serve as a jumping off point for someone down the line into a project that forms a community around it, that's still a net positive, isn't it? I'd try not to make promises I'll actively maintain it if I won't, and be descriptive enough to make it easy to find your project if you're chasing the same problem and easy to read/adapt the code, but making it available, in and of itself, is a service.

[–] conciselyverbose@kbin.social 25 points 2 years ago

lol the blurb is more than enough to convince me it's a waste of time.

That tone isn't useful.

[–] conciselyverbose@kbin.social 5 points 2 years ago (5 children)

"Almost identical" doesn't cut it. The CPU disparity, especially with the much worse memory pipeline, is a big deal.

The lesser memory isn't a big deal when you use high res assets and can just lower the resolution, but it's a huge deal when you use a meaningful portion of it for actual mechanics.

[–] conciselyverbose@kbin.social 5 points 2 years ago

The original idea mandated by Microsoft was that Xbox games need to support Series S as baseline, and then the Series X version would just be prettier/faster than Series S.

If they wanted that they needed to offer CPU parity.

This is the right call.

[–] conciselyverbose@kbin.social 3 points 2 years ago

Yeah, digital is completely different than film. If I want an action shot digitally, I can take 50 shots in ten seconds and it costs me basically zero, depending how you interpret it. There's some prorated cost of the equipment that works out to the same amount as it would if I took 1 shot every time instead. (Digital cameras do wear, but the value decreases a lot more just with time passed as new stuff comes out.) I sure as hell couldn't take 1500 shots on one trip like I can with a digital one. Most are never going to be processed, but that's perfectly fine. It allows a lot more experimentation and the ability to catch very brief moments.

Generative AI is the same to digital as digital was to film. You can make way more with way more variety way more quickly. It doesn't really mean anything until you compare finished products.

[–] conciselyverbose@kbin.social -1 points 2 years ago

Serious question:

What do they have to give up to move him? 20M for 2 years is a lot for how butchered he is.

[–] conciselyverbose@kbin.social 4 points 2 years ago (1 children)

Valve lets you identify the deck. It's probably just a flag that hides the reference to it.

[–] conciselyverbose@kbin.social 3 points 2 years ago

On PC, the point is that you can skip RAM and go straight to VRAM. You still need the assets in memory while you use them. It's faster but it's not that much faster. With unified memory there isn't that distinction. That's one of the ways consoles can be better optimized than a general PC build.

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