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MountainTheme12

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MountainTheme12
·4 tháng trước·discuss
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 less than you paid for it.”
MountainTheme12
·5 tháng trước·discuss
In my C++ all members of a union are always active.
MountainTheme12
·8 tháng trước·discuss
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 fullwidth, although to be fair it's mostly simple and technical language.
MountainTheme12
·9 tháng trước·discuss
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.
MountainTheme12
·9 tháng trước·discuss
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 of that, and a large part of it depends on user authored content, which makes it really hard to figure out in advance.

It's a fundamental design mistake in D3D12/Vulkan that is slowly being corrected, but it will take some time (and even more for game engines to catch up).
MountainTheme12
·9 tháng trước·discuss
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 expect it to be split into Vulkan ES sooner or later.
MountainTheme12
·9 tháng trước·discuss
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 be targeting, so you ship some form of bytecode that needs to be compiled on the target machine.
MountainTheme12
·9 tháng trước·discuss
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.
MountainTheme12
·10 tháng trước·discuss
And why is that a problem if it works? What if I told you that games also don't simulate each atom individually?
MountainTheme12
·10 tháng trước·discuss
Only slightly related, but GPUs also have such instructions (exposed as InterlockedMax in HLSL and atomicMax in GLSL and CUDA).
MountainTheme12
·10 tháng trước·discuss
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 task I was assigned. Even worse, the hardware team saw the firmware/driver/software devs as lowly servants and dismissed any feedback outright.

I am not surprised by this story.
MountainTheme12
·10 tháng trước·discuss
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 major releases (if ever). The artists at my company love it, the developers not so much.
MountainTheme12
·10 tháng trước·discuss
That one was used to implement save data in a game.
MountainTheme12
·10 tháng trước·discuss
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 of working with FlatBuffers. It's worse.