abyssmadeuspart

638 posts

abyssmadeuspart

abyssmadeuspart

@abyssmadeuspart

Katılım Mayıs 2020
243 Takip Edilen23 Takipçiler
Bruce
Bruce@BrickBruce67460·
@_mamoniem Is there a reason why many unity games seem to have trouble with utilizing CPU? No matter how high or low fidelity the game i always seem to bump into the fact that I'm not reaching my 360fps cap while my hardware is barely used
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mamoniem
mamoniem@_mamoniem·
interesting!! But Unity was (and still is) European at its heart i think! Also that “nationalismisation” of engines in that post makes me thinking that best based engines usually came from Europe! Frostbite, Snowdrop, Decima, Red Engine, Glacier,..
VGC@VGC_News

Guerilla Games’ co-founder and the former technical director of Epic Games says he’s building a new game engine that will offer a ‘European alternative’ to American tech like Unreal and Unity. vgc.news/news/guerilla-…

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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
This was despite the AGENTS.md file saying that don't touch the rendering backend library (we have monorepo) unless explicitly asked. Sometimes it has modified Vulkan headers too :(
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
You have to review all LLM code! Codex 5.5 tried to push this awful hack to our Metal backend when it was coding font rendering. It decided to implement hacky "robust buffer access" style OOM check inside the shader and hacked our whole Metal binding architecture to add a special bind group slot 30 (hardcoded) to deliver sizes of all buffer bindings. This of course made the binding model super slow and required extra data for each buffer.
Sebastian Aaltonen tweet media
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Sherief, FYI
Sherief, FYI@SheriefFYI·
Microsoft being in charge of driver and Authenticode signing is a threat.
Edge Security@EdgeSecurity

WireGuard has some big updates ready to go on Windows, our first on the platform in nearly 4 years. We've done some nice modernizations and improvements, fixed bugs, added features, updated the toolchain, and more. But our release is currently blocked by @Microsoft. The recent thread on Hacker News encouraged me to write this up, rather than just grumbling to myself privately about it as I have the last two weeks. I logged in to get the WireGuardNT driver signed -- a necessary step for driver authors -- and was greeted by this vague message that the account has been suspended. Looking further into it, it seems like they instituted an identity verification policy, didn't notify me about it, and then I guess they suspended accounts who didn't do the verification. So of course I did the ID card verification immediately, but now an appeal is necessary. The appeals process requires filing a support ticket, but filing a support ticket requires a non-suspended account... Catch-22, eventually resolved by filing one through Azure and getting it rerouted to the right department. That was two weeks ago. Now they've told me there's a 60 day appeal review period. Wish us luck! It's a little crazy, because what if there was some critical ring 0 RCE vuln that was being exploited in the wild and that needed to be patched immediately? (Just hypothetical; there isn't.) In that case, telling users "sorry, you've got to wait 60 days" would be sort of bad. And users of WireGuard for Windows are also Microsoft Windows users, so I can't see how this is good for Microsoft either. I think it must just be a case of bureaucracy gone slightly off the rails. Happens. If any Microsofters are able to make this take not-sixty-days, please do get in touch.

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faulty *ptrrr
faulty *ptrrr@0x_shaq·
nobody: android drivers handling the smallest task:
faulty *ptrrr tweet media
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Sherief, FYI
Sherief, FYI@SheriefFYI·
@abyssmadeuspart neither one works as I have explicitly said. I do not know what failed as the device gives no error codes.
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Sherief, FYI
Sherief, FYI@SheriefFYI·
I shot a video on my iPhone and it seems to be impossible to move this file anywhere off that phone - Files.app fails to copy to iCloud drive, can't connect to local shares, Mail.app won't mail the video, USB connecting crashes when I open phone...
Sherief, FYI@SheriefFYI

half of the system features on my iPhone don't work - Files-dot-app can't connect to network shared, Mail-dot-app jumbles first and last names for contacts, so many broken things I cannot believe this shipped.

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abyssmadeuspart
abyssmadeuspart@abyssmadeuspart·
@SheriefFYI not sure what would fail during icloud sync though. maybe icloud is out of space, or the video is just too large and needs more time?
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abyssmadeuspart
abyssmadeuspart@abyssmadeuspart·
@SheriefFYI a third option would be telegram, you can send it to yourself as a file :p
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UJ4C
UJ4C@Ujac4·
Hi everyone, ive been away for a while. I had some personal issues and health concerns. Im feeling a bit better these days, and am looking to get back into it. If i havent messaged you in a while, again sorry, i was out for the past month or so.
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abyssmadeuspart
abyssmadeuspart@abyssmadeuspart·
@SheriefFYI @_mamoniem i’ve so much to say about capture apis on windows and how nvidia keeps gatekeeping NvFBC to the point of killing it on WIN even though it's proven patchable and workable absolutely horrible state of affairs. disgusting behavior this is literally why we can’t have nice things
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Sherief, FYI
Sherief, FYI@SheriefFYI·
@_mamoniem video is so good that I implemented a path that sends frame image to hw encoder and spits video during gameplay without having users to install OBS or any capture program and enable it. paid dividends, also learned DX encoder API in the process.
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Sherief, FYI
Sherief, FYI@SheriefFYI·
how do people debug game logic in ways other than using lots and lots of printf() logging and debug draw gizmos?
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
What do you guys do when you get a sudden urge to build a 100,000 player MMO with fully destructible world? You do the math that it could run on a single 128 core Threadripper server (everybody in the same world) with your crazy netcode ideas and super well optimized C code...
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abyssmadeuspart
abyssmadeuspart@abyssmadeuspart·
@AgileJebrim @Colonthreee @SebAaltonen runescape is not even close to being a complex game. the real challenge is to handle game like poe with thousands of buffs, debuffs, and spells your hard-capped model will blow up vertically very quickly and end up limited to only a few players per session.
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abyssmadeuspart
abyssmadeuspart@abyssmadeuspart·
@AgileJebrim @Colonthreee @SebAaltonen it might sound crazy to you, but if you actually think it through and represent the entire UI on the client as a console-like deterministic input space, the whole thing can be driven by the same tiny bit-packed inputs as movement
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abyssmadeuspart
abyssmadeuspart@abyssmadeuspart·
@AgileJebrim @Colonthreee @SebAaltonen I've already described this. persistent state and live transport are different problems persistent state is handled by authoritative server state plus durable checkpoints, journals, or baselines. live gameplay traffic can still be input-driven. those are separate layers
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abyssmadeuspart
abyssmadeuspart@abyssmadeuspart·
@AgileJebrim @Colonthreee @SebAaltonen you are confusing actions with whatever i say. actions are gameplay state. you move, that is an action. you click, that is an action. each action can be represented as a single input bit, or a byte if you are talking about movement or look directions
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Jebrim
Jebrim@AgileJebrim·
The simulation is entirely server side. There is no client side prediction. This enables a large server-side player profile, critical for an MMO. Keyboard inputs, where they exist, are just shortcuts tot mouse-driven inputs. Actions are not tied to screen rendering, nor should they be for a 600ms tick game, so sending mouse coords over the network is off the table. You instead send data about the types of inputs. Your proposed mechanism is literally to just have the server relay client -> server packets to each client. I can tell you that such packet payloads must be much larger than a single byte.
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:3
:3@Colonthreee·
@abyssmadeuspart @AgileJebrim @SebAaltonen I am not disagreeing. The player sends a bit, but logically has to receive more bits to reflect the other players' states. Whether this is done in one big packet or spread out is irrelevant. It is just about the total amount of data needed to sync player-server-players.
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