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Posts
7
Comments
192
Joined
2 yr. ago

  • What we need isn't browsers. What we need is an universal way to write extensions cross-browser.

    Browsers themselves are easy to make. The problem is convincing extension devs to work with yet another codebase.

    E: Think of it this way. There's a lot of open source browsers out there.

    Are you using any of them? Probably not.

    Would you use one if it doesn't have for example Bitwarden, Ublock Origin, Sponsorblock, and such mandatory extensions?

    Users follow extensions and ease of use; not what's good for them.

    E2: A good project would be a builder extension for VSC for example, which compiles to all supported browsers.

    Browser devs would then contribute to said extension via native-made plugins.

    Cooperation of two fronts.

  • Could you elaborate a bit?

    Isn't Proxmox etc. "Gpu less", as they only use tty instead of anything like a WM or DE?

    I'd prefer a "master" / hypervisor running a bunch of VM's for different purposes.

    Whether they be for gaming, pirating, development, pen testing, home automation, porn, or anything else really.

    'Course I'd only be running gpu passthrough into a single VM at a time, can't split a single GPU into 50 passthroughs yet.

  • iGPU shares one monitor with the dGPU, but on different protocol, which from what I read online is supported.

    It only really needs output when I flick it open.

    So maybe it needs a KVM switch instead of trusting the monitors splits.

  • You can disable it explicitly, yes.

    It should be possible to use it with the dgpu.

    Edit: You can also prioritize using the iGPU over the dGPU in bios. Maybe that'd work, hmm.

  • Scenario 1. X11 "works", wayland doesn't. Trying to update NVIDIA drivers leads to boot failure.

    Scenario 2. Wayland works. Only on igpu. Only via HDMI. Only on one monitor.

    Scenario 3. Wayland works on Displayport. Doesn't even recognize second monitor.

    Scenario 4. Everything seems to work. Trying to do GPU passthrough fails.

    Scenario 5. IGPU is hogging displayport, despite being connected via HDMI, thus preventing the DGPU passthrough on either HDMI or DP.

  • Protip: "It gets better later" isn't a good way to promote a game.

    It has to be good from the start.

    If it isn't and it can't hook a player, you've just lost a customer, who likely just refunded the game as well.

    Now personally: I like terraria from start to end. It got a bit boring in the middle. I used to not be able to play it at all because /something/ about the game really triggered my migraines. It doesn't anymore, and I can play it.

  • Oh, I forgot to make any update to this case.

    The culprit was Windows 10.

    I don't know why, or how, but every other installed OS works just fine.

    Asrock BIOS update has been wonky though, it got from stable EXPO to not handling EXPO at all.

  • I was thinking it's only spam servers, but it might actually just be downtime for hetzner or something.

    Instances do not get banned on lemmy. You can run any kind of an instance.

    That said, part of this could be providers pruning "fake customers", aka spammers, scammers, etc, who "paid" for their servers with stolen CC and SSN.

    Edit: Someone up to making an uptime map for Lemmy, placing servers on a map based on where they report originating at? This could help seeing if a specific datacenter has downtime.

  • Not untrue, but it helps to adapt your future projects if done in such a way.

    It does require more expertise, and it takes more time, thus it'd have to be the first thing done for the project, not something you do after everything's done already.

  • If you ask me engines should be free for most indies (UE, Godot?), because they're not making millions. But yeah. I get it's not feasible for most new devs especially, and senior devs have better things to focus on.

    It's more a code principle you'd stand behind.

  • This is true, and I vouch for gamedevs to first test other engines to see the differences.

    Calculating for the future is extremely important in pretty much everything.

    Also I wouldn't say there would be performance issues, unless you somehow completely screw up coding and compiling said code.

    Projects should work on top of a bottom layer, or translation layer as it's sometimes called; game logic calls for functions from there, instead of directly from the engine. This is also important for code security.

    _move_entity might be calling the proprietary unity_move_object with a different reg stack, but when compiled the performance should be +/- 0.