I look forward to the delay announcement in two years.
I look forward to the delay announcement in two years.
I thought I read elsewhere there were some GPL 2 parts in there too, I guess not.
I tried to find a source for this more credible than “I remember reading it on Lemmy” but couldn’t, now that the repo is deleted nobody can confirm. Perhaps some forks still exist… 🤔
What bothers me the most here is that those are 64 bit instructions, which did not exist when PS/2 was a Thing. But I still chuckled, nice work.
Back then our registers were 32 bits wide, and we liked it 🤣
You’d just point yourself in a random direction and see what popped out as interesting.
Fallout 3 was the same, and I loved this so much. Somehow they failed to keep this up with 4 (I never played 76).
I guess they felt like worlds you were a part of, rather than the center of. So many things to discover!
Vulkan and DirectX could already share shaders, because the input for both was already HLSL. The difference is the intermediate representation of the compiled shaders that will now be the same in the future (SPIR-V for both).
The real winners here are driver programmers at NVIDIA/AMD/Intel, since they will no longer have to develop support for both DXIL and SPIR-V (which are similar in concept but different in implementation). How much of that will be true in practice remains to be seen, but I am hopeful.
There are tools to analyze, process and transform SPIR-V bytecode already, presumably those will work for DX12 shader model 7 too. It might make performance analysis easier, same with debugging via a tool like RenderDoc that supports SPIR-V but not DXIL.
As for the overhead of DirectX, with DX12 this is largely not true anymore, both are high performance APIs with comparable overhead (i.e. as little as possible).
Amazon is a prime example
I see what you did there…
I remember your previous post, congrats on not giving up.
Whipping up a script to solve a very specific problem is super satisfying, but I found that anything you write quickly becomes a liability. Debugging Perl can be super difficult, especially when returning to something you wrote a while back.
Personally I grew tired of the punishment and left it all behind! If I need a quick script I’ll use Python instead, and if it doesn’t work I can use a real debugger to fix it.
In any case it’s always fun learning new things, I hope this experience ends up being useful to you in the future and you get to easily solve a problem that stumps everyone else involved.
Cheers!
some people on IRC
Well there’s your problem! (just kidding)
Honestly though I don’t know why you would pick Perl unless you want to learn an obscure language that is both painful to read and write. May $deity have mercy on your soul.
I loved HZD so much on PS4, it is a great world, really good sci-fi story and awesome character progression. It feels so good to easily take down machines that you struggle with at the beginning, it never gets old to tear off parts and weapons to use against them. The DLC for it was a great addition.
Needless to say I jumped into Horizon Forbidden West as soon as it was released, and it did not live up to my expectations! The second go around everything feels so forced, I gave up midway through.
Solid recommendations throughout this thread…