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Showing content with the highest reputation on 08/31/26 in all areas

  1. The last TDM version that offered ARB rendering was 2.07.
    2 points
  2. He's got a right to make a stand over something he feels strongly about.
    1 point
  3. No, I would be sympathetic as it is something directly threatening his livelihood and has caused thousands of his colleagues to lose their jobs. It’s ok to have strong feelings about that.
    1 point
  4. It looks like things like PIM, computational RAM, and dataflow architecture will take up my time and attention in the late 2020s(2029-2030) forgot to mention the "Breaking Caches and Out-of-Order Execution?" is important as well Hopefully, someone will also bring up and discuss issues related to memory address translation and mapping for PIM, memory alognment, cache coherency, data reorganization, and the stumbling blocks(if there any) regarding contiguous memory allocation for PIM. I can’t wait to see more on SIGARCH—it’s better than watching hardware prices doom and gloom, hoaaaammm
    1 point
  5. "the software problem" section on this blog, dequantization/quantization with PIM, GEMM/GEMV are important here @jaxa a complementary to "software headache" section on chips and cheese found a quite nice writeup Processing in Memory: DRAM Is About to Do Math
    1 point
  6. Thanks for that mission, despite I'm still missing most of the safe combinations. Also I collected so much weaponry, that I got the impression it's just the prolog I've played by now. ;D By the way - how did you get up there ? :
    1 point
  7. So much time & effort has been put into the Darkmod branch over literally 2 decades now, not a small part into the rendering and things like soft shadows and ambient occlusion and optimizations, bit by bit by tortured bit. It's not just that they were dozens or 100s of hard won little battles that shouldn't just be tossed out willy nilly, although that too, but the current state of the engine is like a manifestation of the Team's work and devotion built into the engine's DNA. We've really made it our engine for our game. I mean there's always room to consider new optimizations, but this is a pretty fundamental & all encompassing thing. That's even before you get to the part that as AI-assisted vibe code there are reasons to worry about it being sustainable and well-maintainable. It's also worth noting it's not like one person was just coding stuff in a vacuum for our engine as it is now. Basically every feature got endlessly debated and discussed by the team, especially the rendering side. So there's also respecting the democracy of the team. I wanted to also say that there's a certain look to our game too we should keep as part of its core character, but I don't know if this would actually change its look, so I'll just throw that idea out as something that might be a consideration. All that said, it may be worth someone looking into it and seeing if anything valuable could be scooped from it, and then we could have that long discussion about it like any feature proposal. I think it's better to look at pieces on their own merits than just taking the thing wholesale uncritically.
    1 point
  8. Fun map, I liked the sidequests to unravel the secrets! Nice plot twists. It felt really creepy The rooms are indeed very large. Fortunately they don't feel very empty, but it felt strange to be able to walk through the shadows on the floor between lots of lights from all sides, without AI noticing a silhouette passing by. I know it's the game engine that makes this strange behavior possible, but smaller halls and rooms would make it more credible and immersive. From a construction perspective, I was wondering how they managed to have no pillars despite the vast ceilings. The riddle of the secret code had me breaking my head, but eventually I found it out without help, as with most (side)quests. However, I had no clue where I could find the I also noticed a minor visual glitch in the sewer: And indeed the 'special item' glitch @STRUNK mentioned already.
    1 point
  9. hmm so a bit like when they moved the memory controller from the northbridge to the cpu ?. that could work
    1 point
  10. @taffernicus https://chipsandcheese.com/archive https://chipsandcheese.com/p/hot-chips-2026-samsungs-processing Lot of very in-depth articles at Chips and Cheese, check it out if you dare.
    1 point
  11. Haven't watched your vid but I recognize Pimax and agree about foveated rendering. I usually see conservative estimates of how much load it would take off the GPU, like 50%, but I think 90% is plausible. IIRC there is a monitor with eye tracking that could use foveated rendering in a non-VR context. It's more complicated because it would need to track your head as well as your eyes, and you would make it less effective if you sat further away from it. I think the case could be made that foveated rendering should take off in displays as well.
    1 point
  12. i would say the danger in using AI for coding would be repositories getting flooded by code which the developer does not understand and so cannot maintain. also asking the AI to hide malware or worse in the code is a concern.
    1 point
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