Jimbo
128 posts


Xbox needs to move faster, deepen our connection with the community, and address friction for both players and developers.
Today, we promoted leaders who helped build Xbox, while also bringing in new voices to help push us forward. This balance is important as we get the business back on track.
As part of this shift, you’ll see us begin to retire features that don’t align with where we’re headed. We will begin winding down Copilot on mobile and will stop development of Copilot on console.
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@asha_shar Make online multiplayer free and that would actually encourage me to buy games for Xbox again
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@valvesoftware Steam Machine purchase experience about to be a mess
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Somewhere in New York City, a kid sat by a big old radio, pencil in hand, listening to John Sterling, writing down every score, picturing every pitch, every swing, every roar of the crowd.
And when his voice rose, “It is high! It is far! It is gone!”, that kid jumped like they were right there in the Bronx.
He gave that kid a seat their parents could never afford.
That was the story of thousands of kids across New York City.
That voice, that feeling, that connection to the game, it will never be replaced. Rest in peace, John.

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@RealMichaelKay Sorry for your loss Kay. Yankee fans thinking of you today.
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@FlyFrontier Interesting that they are the same prices as last week...
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We are here to help Spirit customers during this time. Frontier is offering discounted rescue fares - up to 50% off base fares with promo code SAVENOW.*
*Terms and conditions apply.
bit.ly/4tQ9gZk
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@MovingToTheSun @tmbg Okay but do Factory showroom at the thursday show. Not saturday again!
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@FreshGamesNever @tmbg I think Brooklyn might rebel if they don't get Lincoln & Factory Showroom!
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@asha_shar Now make online multiplayer free so I don't have to buy a Steam Machine
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Game Pass Ultimate has become too expensive for too many players. Starting today, we’re dropping the price from $29.99 to $22.99/month.
Future Call of Duty titles will no longer join Game Pass Ultimate on day one. They will join this tier the following holiday after launch (about a year later). Current Call of Duty titles will remain available to Ultimate subscribers.
We’ll keep learning and evolving Game Pass to better match what matters to players.
xbx.lv/4cWO9hR
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@carygolomb I wonder if PC tier will still exist when Helix comes out
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@draken1721 @nypost How is anything they showed "edgy politics" ???
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Coachella stars The Strokes is blasted for shocking political video during performance: 'Holy s-t' trib.al/0E5mDa2

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@blackdaveman @nypost Post knows conservatives hate her so they'll get a bunch of hate clicks and comments. Smart.
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@nypost How much is she paying publications to make herself relevant in the news, again?
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SWEET MOTHER OF GOD. I tweaked the approach a bit more to just let the compiler handle preserving ALL of the FP regs that could potentially get clobbered on the front bank, so there's no more stack management fuckery, and W T F, up to 250% perf?!?!?!
Lesson to be learned here, sometimes it's better to let the compiler handle some shit. You don't know for sure what it does or does not need to preserve between function calls within your inline ASM block, while it does.
It's fine to be one of the guys who wants to beat the compiler's C/C++ code in your 1337 ASM, but sometimes the biggest gainz against high level languages come from working in harmony with the compiler, not against it.

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HOLY SHIT, I just achieved MASSIVE GAINZ on multiplying and accumulating a 4x4 matrix held within memory onto the "active matrix" held within the 4x4 FP register back-bank of the SH4 FPU in my accelerated math library for the Sega Dreamcast!
After an extremely tense two hour-long session of playing inline assembly Tetris by meticulously hand-scheduling and reorganizing SH4 instructions, I am finally SPANKING the legacy mat_apply() routine from KallistiOS rather than barely winning against it with my SH4ZAM library of accelerated math routines targeting the Dreamcast's SH4.
What you see in the top left pane is the original out-of-line ASM implementation of math_apply(), which is offered by KOS's minimalist matrix.h API. What you see in the top right pane is my inline ASM implementation which is part of SH4ZAM's XMTRX API.
The bottom left pane is the unit tests which benchmarks the two implementations against each other, and the bottom right pane is the output after I ran the test suite on my physical HW, using the cycle-accurate SH4 performance counters to measure timing...
The results? When the matrix which gets passed to the routines as an argument is not already resident within the cache, I get about an 83% performance improvement. When the operand matrix is already resident within the cache, I get about a 21% perf improvement... which is ASTRONOMICAL GAINZ for a routine this hot!!!
So what the hell did I do to achieve this?
1) First of all, I worked WITH the compiler instead of against it. Rather than implementing my routine as a black-box out-of-line ASM routine which has to pay the cost of a full function call, saving and restoring certain registers and managing the stack frame according to the C ABI, I opted to implement mine as a forcibly inlined routine implemented within inline ASM.
By doing this, I'm able to tell the compiler precisely which registers I'm using and clobbering, which allows the compiler to not have to save and restore as much shit potentially as a full C ABI call and instead to only do it for the registers it actually gives a shit about preserving across the call.
2) Smarter stack management for when I need to push and pop values to and from the stack within the routine itself. Rather than using fmov.s to load and store single FP values to and from the stack, I align the stack up to 8 bytes, which allows me to swap to pairwise FMOV mode and use FMOV.D to load or store TWO floats for the exact same cycle cost as one.
3) Strategic prefetching. Since I know exactly what data I'm going to be operating on (the source matrix) and in what order, I can manually preload the data into the cache before I actually attempt to load it from memory, while I'm doing other stuff with the CPU.
I'm prefetching the first cache line of the matrix while I'm dicking around with aligning the stack, so that when I start loading the first values right afterwards, it's already there. Then the second cache line gets prefetched while the first cache line being used, so by the time I get done with the first cache line, the second is also filled.
4) Grouping instructions by pairs in a manner that maximizes superscalar dual dispatch on the SH4. This one's tricky. Not all instructions can be executed 2-at-a-time. Only instruction pairs in certain compatible groups can be run in parallel, so I had to be very careful to group work so that I'm pairing integer work with floating point work or integer work with loading/storing, for example, which can both use different areas of the CPU, while doing something like pairing two loads together will result in only single instruction dispatch, as the two would compete for resources.
5) Reducing vector instruction pipeline stalls. So it turns out there's an undocumented bit of bullshit with how the pipeline forwarding works when loading operands into FP regs then attempting to use them with vector instructions, like the FTRV instruction you see there.
Unlike regular FP instructions, the circuitry which allows for the result of a load to get forwarded on to an arithmetic FP instruction needing it as input before the load instruction is fully retired is evidently not connected to the vector unit, so there's an extra amount of cycles one must wait between loading operands into FP regs and trying to use them with vector instructions, or else you'll stall the pipeline.
The only way we even know this is from rigorous measurements using the SH4 performance counters... and since I did know it, I was able to Tetris a few extra instructions of work between FMOV.D loading the operands into regs and FTRV trying to operate on them.
Anyway... stoked AF that after two hours of getting my ass kicked by the SH4, I made HUGE wins!

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@MLBTheShow Just put the game out on PC at this point if it's already broken anyway
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We’re aware of players using exploits, cheats and unauthorized tools to gain an unfair advantage; which is against our Terms of Service. We have systems in place and are taking action wherever possible. Ensuring a fair experience for all players remains a top priority, and we’re actively working to address these issues throughout the season.
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@WayneRandazzo Fans have been complaining all year and @Yankees just don't care at all
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Does Yankee Stadium really need to blare music between every single pitch? Baseball does not need this.
Taylor Blake Ward@TaylorBlakeWard
@WayneRandazzo "and their loud in-between pitches music" was a nice touch
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@firstbaseman There is ty wiggins short season advancer tool for pc, but Im not sure how it functions. Oh well thank you anyways.
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@FreshGamesNever Not sure how I would do that, I don't have any tools to work with
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@gundam_omega @Moork_LaBoork @Wario64 Lmao how mentally ill do you have to be to simp for billion dollar companies
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@Moork_LaBoork @Wario64 I just hate the ponies they hate Xbox but want there games is fucking insane to me with no fucking games ps5 have, Xbox is bringing it and carrying
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PlayStation Sony PlayStation Store $250 Gift Card Code is $222.22 on Newegg DOTD w/ code SSF5468 buff.ly/Uop71m7 #ad

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@carygolomb Probably not because those seats wouldn't make any money off bags and concessions
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I'm just reacting to what I'm seeing and if I could effectively just buy the additional seats at the rates they go for, I would 100% be interested
United Airlines@united
The entire row is alllllll yours. Welcome to United Relax Row, three adjacent United Economy seats with adjustable leg rests that can each be raised or lowered to create a cozy lie-flat space for stretching out... You'll also get a mattress pad, blanket and two pillows. If you’re traveling with kids, a plushie too! United Relax Row will be available starting next year on more than 200 of our 787s and 777s, each with up to 12 of these brand-new rows. united.com/Elevated
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