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submitted 1 day ago by mox@lemmy.sdf.org to c/foss@beehaw.org
[-] mox@lemmy.sdf.org 6 points 2 days ago

This “hell in a cell” match up is tearing the C++ community apart, or at least it would seem so if you are unfortunate enough to read the r/cpp subreddit

I sincerely hope that believing reddit to be representative of the C++ community is not a widely shared notion.

[-] mox@lemmy.sdf.org 169 points 2 days ago* (last edited 2 days ago)

In case anyone else is wondering, or simply doesn't like reading screen shots of text, this is apparently a real report:

https://github.com/microsoft/vscode/issues/32405

[-] mox@lemmy.sdf.org 4 points 4 days ago* (last edited 4 days ago)

I don't understand this item listed under Long-Term Goals:

Build PureDarwin on BSD/linux.

Does this mean porting their not-yet-created desktop environment to a BSD variant and Linux? Are they planning to abandon the Darwin kernel, or do they intend to maintain their DE on three different kernel/library stacks?

[-] mox@lemmy.sdf.org 10 points 5 days ago* (last edited 5 days ago)

This might be an unpopular opinion, but I feel Tears of the Kingdom is overrated. Yes, it has some welcome quality-of-life improvements, and yes, it has more content than its predecessor, but I find the characters less interesting, the environments less inspired, and the encounters more repetitive. Every time I pick it up again, I get bored within a couple hours and go back to another play-through of Breath of the Wild.

I would vote for Baldur's Gate 3 over TotK without hesitation.

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submitted 1 week ago by mox@lemmy.sdf.org to c/privacy@lemmy.ml
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submitted 1 week ago by mox@lemmy.sdf.org to c/technology@beehaw.org
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submitted 1 week ago* (last edited 1 week ago) by mox@lemmy.sdf.org to c/programming@programming.dev

The EFF is urging people to contact their legislators now, before the vote.

https://act.eff.org/action/tell-congress-we-can-t-afford-more-bad-patents

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DXVK Version 2.5 (github.com)

Memory managment

Resource and memory management were completely rewritten in order to use allocated video memory more efficiently:

  • Reduced fragmentation may reduce peak memory usage in games such as God of War by up to 1 GiB in extreme cases.
  • Memory defragmentation is now performed periodically to return some unused memory back to the system. The goal is not to reduce VRAM usage at all costs; instead this is done conservatively if the system is under memory pressure, or if a significant amount of allocated memory is unused. Keeping some unused memory is useful to quickly service subsequent allocations.

Note: Defragmentation is currently disabled on Intel's ANV driver, see #4434. The dxvk.enableMemoryDefrag config option can be set to enable or disable this feature via the the Configuration file.

Driver support

While technically not required, the new memory management works best on drivers that support both VK_EXT_memory_budget and VK_KHR_maintenance5. The Driver Support page was updated accordingly.

D3D8 / D3D9

Software cursor

Support for emulated cursors was implemented for the D3D9 cursor API, which allows games to set an arbitrary image as the mouse cursor. This fixes an issue in Dungeon Siege 2 (#3020) and makes the cursor appear correctly in Act of War and various older D3D8 games. (PR #4302)

Bildschirmfoto-693

Sampler pool

Unreal Engine 3 games using D3D9 have a quirk in that they pass a seemingly uninitialized value as the mipmap LOD bias. In order to avoid creating more Vulkan sampler objects than the driver supports, previous versions of DXVK would round the LOD bias to a multiple of 0.5, which could introduce visual inaccuracies. As a more correct soluition, DXVK will now destroy unused Vulkan samplers on the fly and use the correct LOD bias.

Note: The aforementioned workaround was never needed or used in the D3D11 implementation, it only affected D3D9.

Bug fixes and Improvements

  • On Nvidia driver version 565.57.01 and newer, strict float emulation is enabled by default for improved correctness. Games for which this option was already enabled may see a small performance uplift on this driver.
  • Made various changes to potentially improve performace on certain mobile GPUs. (includes PR #4358)
  • Display modes are now ordered by refresh rate to be more consistent with wined3d and fix issues with some games picking the wrong display mode.
  • Fixed a large number of wine test failures.
  • Ascension to the Throne: Fixed old regression that would cause parts of the ground to render black. (#4338, PR #4341)
  • Command & Conquer: Generals: Fixed performance issue caused by a missing D3D8 entry point. (PR #4342)
  • King's Bounty: Warriors of the North: Fixed water rendering issue. (#4344, PR #4350)
  • Tomb Raider: Legend: Fixed flickering geometry with strict float emulation. (#4319, PR #4442)
  • Rayman 3: Fixed a regression that caused rendering issues. (#4422, PR #4423)

D3D11 / DXGI

Resource management changes

In order to reduce system memory pressure and improve stability in 32-bit games, creating, uploading and discarding resources is now throttled if the amount of temporary staging memory allocations exceed a certain threshold. This fixes crashes in Total War: Rome II and a number of other games. Additionally, large DYNAMIC textures commonly used for video playback will no longer use a staging buffer.

The d3d11.maxDynamicImageBufferSize and d3d11.maxImplicitDiscardSize options were removed accordingly; affected games such as Total War: Warhammer III and Ryse: Son of Rome should now perform well by default, without excessive memory usage.

Note: These changes negatively affect CPU-bound performance in a number of games, including Shadow Warrior 2.

Bug fixes and Improvements

  • SEQUENTIAL swap effects are now implemented for DXGI swap chains, which allows games to read previously presented backbuffers. This fixes an issue wherein savegame thumbnails would appear black in certain visual novels. (https://github.com/ValveSoftware/Proton/issues/7017)
  • Devirtualized some D3D11 method calls to improve compatibility with Special K.
  • Fixed incorrect shader code generation for EvaluateAttributeSnapped.
  • Lock contention is reduced in certain games that use Deferred Contexts for rendering. This may improve performance on older CPUs in Sekiro: Shadows Die Twice and some other games.
  • Call of Duty: Modern Warfare 2 Campaign Remastered: Fixed a possible GPU hang. (#3884)
  • Diablo 4: Work around an issue where the game does not start if an integrated GPU is exposed.
  • The Sims 4: Work around a use-after-free bug in the game's D3D11 renderer for real this time. (#4360)
  • Vindictus: Work around potential rendering issues caused by uninitialized constant buffer data. (#4405, #4406)
  • Yakuza 0 and Yakuza Kiwami: Fixed a regression introduced in DXVK 2.4.1 that would cause these games to lock up on start. (PR #4297)

Miscellaneous changes

  • An SDL3 backend was added for dxvk-native. (PR #4326, #4404)
  • Fixed an issue introduced in DXVK 2.4.1 which would lead to error messages about failed buffer creation.
  • Fixed a long-standing issue where overlapping occlusion queries would lead to incorrect Vulkan usage. (#2698)
  • Fixed a rare issue wherein timestamp queries would not be tracked correctly and could read incorrect data.
  • Fixed various other issues that led to Vulkan validation errors in games such as Dishonored 2, Tales of Arise and The Sims 4.
  • Fixed various issues with MSVC builds. (PR #4444)
  • Disabled a workaround for boken render target clears on Nvidia drivers prior to version 560.28.03 on unaffected drivers.
  • If supported, VK_EXT_pageable_device_local_memory is now used to enable better driver-side memory management.
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submitted 1 week ago by mox@lemmy.sdf.org to c/science@lemmy.world
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submitted 2 weeks ago* (last edited 2 weeks ago) by mox@lemmy.sdf.org to c/technology@lemmy.world

This first video from Xiph.Org presents the technical foundations of modern digital media via a half-hour firehose of information. One community member called it "a Uni lecture I never got but really wanted."

Video Presentation

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LXQt 2.1.0 (lxqt-project.org)
submitted 2 weeks ago by mox@lemmy.sdf.org to c/linux@lemmy.world

LXQt - The Lightweight Qt Desktop Environment

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submitted 2 weeks ago by mox@lemmy.sdf.org to c/linux@lemmy.world
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Navi 10: RX 5700, 5600
Navi 14: RX 5500, 5300

[-] mox@lemmy.sdf.org 152 points 1 month ago

I read his message. He didn't seem grumpy or frustrated to me; just encouraging folks to use a certain style that's already in wide use, for reduced noise and better consistency.

[-] mox@lemmy.sdf.org 170 points 3 months ago

Please unblock challenges.cloudflare.com to proceed
(grumble, unblock, reload)

Verify you are human
(click)

...spin...spin......spin...
Verify you are human
(click)

...spin...spin......spin...
Verify you are human
(click)

...spin...spin......spin...
Verify you are human
(click)

...spin...spin......spin...
Verify you are human
(click)

...spin...spin......spin...

[-] mox@lemmy.sdf.org 184 points 5 months ago

I hope they're using this time to learn lessons from their Starfield flop and gather the talent and budget needed to improve upon Skyrim. A modern engine probably wouldn't hurt.

However, my expectations are very low at this point.

[-] mox@lemmy.sdf.org 132 points 7 months ago* (last edited 7 months ago)

Not quite as important as the right to repair, but close in spirit: I would love to see a legal requirement for shut-down online games to release the server specs needed for the community to replace/maintain them.

Edit: And data export for existing players, so our game progress can be reconstructed on community servers, of course.

[-] mox@lemmy.sdf.org 143 points 7 months ago

Threads? How disappointing. The White House would do better to operate its own fediverse presence.

[-] mox@lemmy.sdf.org 170 points 8 months ago* (last edited 8 months ago)

The second comment on the page sums up what I was going to point out:

I'd be careful making assumptions like this ; the same was true of exploits like Spectre until people managed to get it efficiently running in Javascript in a browser (which did not take very long after the spectre paper was released). Don't assume that because the initial PoC is time consuming and requires a bunch of access that it won't be refined into something much less demanding in short order.

Let's not panic, but let's not get complacent, either.

[-] mox@lemmy.sdf.org 183 points 9 months ago

The notion that creating a half-decent application is quick and easy enough that I would be willing to transform their idea into reality for free.

[-] mox@lemmy.sdf.org 146 points 9 months ago* (last edited 9 months ago)
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mox

joined 9 months ago