[-] Amir@lemmy.ml 3 points 1 year ago

They need to do it in a way where they can still keep their alliance with the US

[-] Amir@lemmy.ml 3 points 1 year ago

Search for "plap plap meme"

[-] Amir@lemmy.ml 3 points 1 year ago

There is far too much randomness in life to be able to predict everything, unless you can know everyone's actions at all points in time. Which we seem to not be too far off from...

[-] Amir@lemmy.ml 3 points 1 year ago* (last edited 1 year ago)

Have you tried DLSS Quality on 1440p or 4K? I genuinely think it looks like better anti aliasing than MSAA 4x or whatever you usually would use.

[-] Amir@lemmy.ml 3 points 1 year ago
[-] Amir@lemmy.ml 3 points 1 year ago

Sure! I love Oratory1990 and Crinacle's explanations of concepts. Most of what I know, I know from reading Oratory's Reddit threads (yeah sorry, swear word for Lemmy users lol) and watching Crinacle's videos. They focus mostly on IEMs and headphones though.

For speakers, I can't help you much, as I also still need to look into that. The same concepts of frequency response and distortion will apply, but you also have to worry about crossover and phase. Plus, I've heard acoustic treatment and measurement of your room is very important too. All things that you can ignore with headphones/IEMs but that become important for speakers...

I also learned a lot from reading people arguing in /r/headphones, but since I left Reddit entirely as a protest it's hypocritical to now recommend it as a good source of discussion ¯\_(ツ)_/¯

[-] Amir@lemmy.ml 3 points 1 year ago

Spatial audio is a confusing topic because of years of marketing. In the real world, directional audio works through the shape of your ear. When sound comes from a direction that's not directly inside your ear, it gets modified by the skin and bone, through frequencies being boosted and suppressed but also some reverb. This modification is different for different directions, and your brain can pick up these cues. Software can try to simulate this for headphones, by applying this processing in software, as long as you can "guess" the shape of someone's ear and then run a simulation of how sound interacts with it. There's some clever tricks for how to do this very quickly without having to execute physics code.

And logically this makes sense, there's only one measurement place in each ear, why would you need more than one sound stream going into each ear?

So looking for good "spatial audio" headphones is in my opinion a scam. You're better off just buying the best audio quality headphones you can without really paying attention to spatial audio.

Terms you might hear online are soundstage (how well you can separate instruments) and imaging (how well software/recorded positional cues are reenacted by the headphones). These two are acoustic qualities that might be important to you.

[-] Amir@lemmy.ml 3 points 1 year ago

What do you mean with spatial audio? Most of the time it's done by software simulation of HRTF, which means that you can do this on any headphones. Windows for example has a Dolby plugin that you can purchase. However, most games and songs are already mixed with "spatial audio" baked in, so you'd only be applying double spatialization to the audio.

[-] Amir@lemmy.ml 3 points 1 year ago

Nest Hub for $600? Which one is that expensive?

[-] Amir@lemmy.ml 3 points 1 year ago

Their phones are up there in software support at least. Only true contender at this point is Samsung.

[-] Amir@lemmy.ml 3 points 1 year ago

I don't have ADHD and my upper limit for digits seems to be around 6.

[-] Amir@lemmy.ml 3 points 1 year ago* (last edited 1 year ago)

How is this getting upvoted, zram is a ram compression technique of a few % and has nothing to do with preloading strategies

Edit: mb, apparently its behaviour now also includes general purpose cache. Back in the day, I remembered that it would only help for low ram devices to make better usage of existing ram.

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Amir

joined 1 year ago