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kderbe

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kderbe
·hace 13 días·discuss
This essay says it's not possible to make a public-domain implementation of Opus. But it could be released under BSD (as libopus is), which is fine for games, as evidenced by the Licenses section of the credits in many games.
kderbe
·hace 13 días·discuss
In the Hydrogenaudio discussion thread's metrics table, the new encoder scores better than Core Audio. But this is at constant bitrate (CBR) [edit: maybe not? see lesscraft's reply below]. Core Audio also has variable bitrate modes (TVBR) which the new encoder lacks.

So maybe Core Audio will continue to be the best when TVBR is available, but I'm hopeful the new FFmpeg encoder will be "good enough", especially if more folks find and contribute problem samples to help tune it.
kderbe
·el mes pasado·discuss
PBS NewsHour interviewed one of Check Point's security evangelists this evening to discuss this same report. The discussion is a bit broader in scope than this blog post.

https://youtu.be/8bG7J3mjH5s?t=71 (I linked directly to the interview, skipping the news anchor's intro.)
kderbe
·hace 2 meses·discuss
I would read a follow-up about LimeWire's dynamic query routing. I enjoyed the writing style very much and now I'm reading Rick's other articles on topics that normally wouldn't interest me. Thanks Rick!
kderbe
·hace 3 meses·discuss
That's my verdict on Stephen's Sausage Roll too. My personal favorite sokoban is Patrick's Parabox (the name is an obvious nod to SSR) because its puzzles have a gentler and finer-grained difficulty ramp.
kderbe
·hace 6 meses·discuss
The process you describe, of porting the code and polishing the visuals, is for a "remaster". Ubisoft's now-cancelled Sands of Time project was described as a "remake" [1], which generally is a bigger project that keeps the same characters and story beats as the original, but revises the art and gameplay almost as if it were a sequel.

I agree that remakes sound straightforward and it's baffling that Ubisoft couldn't get this one out the door: there are rumors that even before its announcement in 2020, the Sands of Time remake had been started, scrapped, and restarted. But even Nightdive Studios, a perennial remaster maker, struggled for many years with their System Shock remake [2] so it must be harder than it sounds.

I'd love to hear the inside story from folks who've worked on remakes (both released and cancelled) about why they aren't as straightforward as fans expect. Nightdive recently discussed the emotional toll from dealing with angry fans [3] but I haven't seen any interviews discussing the development challenges.

[1] https://en.wikipedia.org/wiki/Video_game_remake#Remaster [2] https://en.wikipedia.org/wiki/System_Shock_(2023_video_game) [3] https://frvr.com/blog/system-shock-remake-lead-couldnt-sleep...
kderbe
·hace 6 meses·discuss
Rtings publishes charts in abundance, but the subjective quality of a monitor is more important. For example, a chart will tell you a monitor has low color deviation from sRGB after calibration, but won't tell you that the monitor UI takes 10 laggy clicks to switch from sRGB to DCI-P3 and will reset your selection every time you toggle HDR mode.

I admire Rtings' attempts to add more and more graphs to quantify everything from VRR flicker to raised black levels. They were helpful when I last shopped for a monitor. But the most valuable information came from veteran monitor review sites such as Monitors Unboxed and TFTCentral.
kderbe
·hace 6 meses·discuss
Steve Burke from GamersNexus tested eight games from their benchmark suite on Linux last month. Although his conclusion was generally positive, there were problems with nearly every game:

- F1 2024 didn't load due to anti-cheat

- Dragon's Dogma 2 and Resident Evil 4 had non-functional raytracing

- Cyberpunk 2077 with raytracing on consistently crashes when reloading a save game

- Dying Light 2 occasionally freezes for a whole minute

- Starfield takes 25 minutes to compile shaders on first run, and framerates for Nvidia are halved compared to Windows

- Black Myth: Wukong judders badly on Nvidia cards

- Baldur's Gate 3 Linux build is a slideshow on Nvidia cards, and the Windows build fails for some AMD cards

If you research these games in discussion forums, you can find some configuration tweaks which might fix the issues. ProtonDB's rating is not a perfect indicator (BM:W is rated "platinum").

And while Steve says measurements from Linux and Windows are not directly comparable, I did so anyway and saw that Linux suffers a 10-30% drop in average FPS across the board when compared to Windows, depending on the game and video card.
kderbe
·hace 10 meses·discuss
The app I most regret losing in the 64-bit transition is Disney Animated [1]. App Of The Year in 2013, and gone completely a few years later...

[1] https://mashable.com/archive/disney-animation-app
kderbe
·hace 10 meses·discuss
I would loosen the memory timings a bit and see if that resolves the ECC errors. x265 performance shouldn't fall since it generally benefits more from memory clock rate than latency.

Also, could you share some relevant info about your processor, mainboard, and UEFI? I see many internet commenters question whether their ECC is working (or ask if a particular setup would work), and far fewer that report a successful ECC consumer desktop build. So it would be nice to know some specific product combinations that really work.
kderbe
·el año pasado·discuss
Your first link doesn't seem to be about introducing noise, but removing it by averaging the value of multiple captures. The second is to mask quantizer-correlated noise in audio, which I'd compare to spatial masking of banding artifacts in video.

Noise is reduced to make the frame more compressible. This reduces the resolution of the original only because it inevitably removes some of the signal that can't be differentiated from noise. But even after noise reduction, successive frames of a still scene retain some frame-to-frame variance, unless the noise removal is too aggressive. When you play back that sequence of noise-reduced frames you still get a temporal dithering effect.
kderbe
·el año pasado·discuss
Grain is independent frame-to-frame. It doesn't move with the objects in the scene (unless the video's already been encoded strangely). So long as the synthesized noise doesn't have an obvious temporal pattern, comparing stills should be fine.

Regarding aesthetics, I don't think AV1 synthesized grain takes into account the size of the grains in the source video, so chunky grain from an old film source, with its big silver halide crystals, will appear as fine grain in the synthesis, which looks wrong (this might be mitigated by a good film denoiser). It also doesn't model film's separate color components properly, but supposedly that doesn't matter because Netflix's video sources are often chroma subsampled to begin with: https://norkin.org/pdf/DCC_2018_AV1_film_grain.pdf

Disclaimer: I just read about this stuff casually so I could be wrong.
kderbe
·el año pasado·discuss
The article points out the masking effect of grain, which hides the fake-looking compression artifacts, and also the familiarity/nostalgia aspect. But I will offer an additional explanation.

Look around you: nearly all surfaces have some kind of fine texture and are not visually uniform. When this is recorded as video, the fine texture is diminished due to things like camera optics, limited resolution, and compression smoothing. Film grain supplies some of the high frequency visual stimulus that was lost.

Our eyes and brains like that high frequency stimulation and aren't choosy about whether the exact noise pattern from the original scene is reproduced. That's why the x265 video encoder (which doesn't have grain synthesis since it produces H.265 video) has a psy-rd parameter that basically says, "try to keep the compressed video as 'energetic' as the original, even if the energy isn't in the exact same spot", and even a psy-rdoq parameter that says, "prefer higher 'energy' in general". These parameters can be adjusted to make a compressed video look better without needing to store more data.
kderbe
·el año pasado·discuss
Idle power almost always goes up with higher resolutions and refresh rates [1], and AMD cards typically raise their idle clockspeeds more drastically than Nvidia cards [2] when resolution or refresh rate increases. The OP uses an 8K 60Hz screen so 45W seems reasonable.

[1] TechPowerUp and ComputerBase have the most thorough collections of power consumption measurements, but compare them to each other and you'll see how much it depends on the test setup.

[2] Nvidia's latest 5000 series cards buck this trend. The 9070 XT's direct competitor, the 5070 Ti, has especially high idle consumption for no clear reason.
kderbe
·hace 2 años·discuss
Puffer channel changes are near-instant. https://puffer.stanford.edu/
kderbe
·hace 2 años·discuss
I clicked because of the bait-y title, but ended up reading pretty much the whole post, even though I have no reason to be interested in ZFS. (I skipped most of the stuff about logs...) Everything was explained clearly, I enjoyed the writing style, and the mobile CSS theme was particularly pleasing to my eyes. (It appears to be Pixyll theme with text set to the all-important #000, although I shouldn't derail this discussion with opinions on contrast ratios...)

For less patient readers, note that the concise summary is at the bottom of the post, not the top.
kderbe
·hace 2 años·discuss
Chips and Cheese most reminds me of the long gone LostCircuts. Most tech sites focus on the slate of application benchmarks, but C&C writes, and LC wrote, long form articles about architecture, combined with subsystem micro-benchmarks.
kderbe
·hace 2 años·discuss
2D animation traced over live action is called rotoscoping. Many of Disney's animated movies from the Walt Disney era used rotoscoping, so I don't think it's fair to say it results in poor quality.

https://en.wikipedia.org/wiki/List_of_rotoscoped_works#Anima...
kderbe
·hace 2 años·discuss
Correction: Itch.io lets developers choose their own revenue split. It's 10% by default but sellers can choose any amount, even 0%.

https://itch.io/docs/general/faq#why-buy-on-itchio
kderbe
·hace 2 años·discuss
Some of these platforms are less closed than others. Steam, for example, will give developers "Steam keys" for free to sell on other platforms or through their own storefront. So a developer can sell on Itch.io which only takes 10% (IIRC), the customer can use their preferred game client, and Valve pays for the bandwidth.

Can you imagine Apple or Nintendo doing such a thing?

https://partner.steamgames.com/doc/features/keys