@dotstdy@mastodon.social
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dotstdy

@dotstdy@mastodon.social

phd in branch predicting, ceo of euro gaming

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dotstdy, to random
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if only phoronix was so conscientious
https://fosstodon.org/@LWN/112525319235124309

dotstdy,
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@pervognsen yeah i'm totally happy to pay my subscription, it's very good.

dotstdy, to random
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I can't believe the whole Linux CVE mess. I had Linux CVEs hooked up to my keyboard heater, but now they're generating so many useless CVEs my keyboard is far too hot for comfort! I'm angrily waiting for the kernel team to take this problem seriously.

dotstdy, to random
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It's kind of funny when people complain about things which are the direct result of something being useful for a long time. Like yeah it's complex and has a bunch of weird extensions, it's been solving (hopefully real) problems for 20 years. And guess what, if you throw all that away to build something "clean" you're still going to end up with a complete clusterfuck in N years (where N can be as low as 0, depending on how good you are at designing complex systems)

dotstdy,
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Another way of looking at it too, is that even if something is very painful for somebody, that does not imply it's bad! It might be bad, but it also might be really good and just causes one specific person a lot of sadness. There's lots of things which cause me sadness, as my job tends to revolve around hitting frame rate and memory targets. But just because something is hard for me to deal with doesn't mean it should necessarily go away (as much as i wish it). And the same goes for all roles.

fatlimey, to random
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Pick up your keyboard, turn it upside down and shake it over an empty surface.

Be amazed at what falls out.

Feel ashamed you didn't do that sooner.

dotstdy,
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@TomF @fatlimey i just throw out my keyboard once a month and get a new, clean, one.

dotstdy, to random
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There's a bit of stuff in this article which phrases it in terms of changes over time, e.g. compute capability has grown and we no longer need big data. But it seems closer to reality that it was never required, and continues to not be required. (looking forward to the same style of post happening in a few years vis-a-vis microservices)

https://mastodon.social/@ltratt/112518285832831004

dotstdy,
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@pervognsen @ltratt @pkhuong Ah this is amazing, I was just thinking of the much simpler classic: https://yourdatafitsinram.net/

dotstdy, to random
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subgroup ops are a mindfuck on top of the existing mindfuck of work groups, local work groups, dispatches and invocations.

dotstdy,
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@aras noo im never leaving the compute stage!

dotstdy,
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@pervognsen @aras well rdna can dual-issue... so probably there needs to be an additional layer. i guess they were just leaving future looking options like local subgroup for that kind of thing with sub-dword invocations.

dotstdy,
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@zeux well I mean "local workgroup" v.s. "global workgroup", and i guess typically just saying "workgroup" would imply the "local workgroup" rather than the "global workgroup"? idk

dotstdy,
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dotstdy,
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dotstdy,
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@zeux @oblomov Right, I do agree it would be simpler to call the top level a dispatch and never call it a workgroup. (And to be honest my original list does kind of double-count the dispatch as "dispatch" and as "global workgroup", but you are potentially dispatching the shader multiple times, which I guess is the reason the dispatch size is called a global workgroup? idk).

dotstdy,
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@zeux @oblomov Well it's hard to argue with the vulkan spec on matters of terminology, no matter how ridiculous it is.

> [vkCmdDispatch] When the command is executed, a global workgroup consisting of groupCountX × groupCountY × groupCountZ local workgroups is assembled.
> Decorating a variable with the GlobalInvocationId built-in decoration will make that variable contain the location of the current invocation within the global workgroup.

pervognsen, to random
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There's a bunch of C-like successor languages that say they want to eliminate undefined behavior. I've never been able to figure out how they intend to deal with reads and writes to memory since a lot of these languages take what I would call the "naive" machine-centric view of memory which is hard to reconcile with source-level semantics for variables, etc. You can't really rename all of this stuff as "implementation-defined" and get out of jail for free.

dotstdy,
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@pervognsen @foonathan we'll just use the underlying machine model! --> okay i guess it's explicit loads and stores then. :')
edit: I'm not really sure if this would resolve the issue, I'd guess it would help though? Assuming you wanted to remove UB. (ofc this nukes the whole idea of having an ergonomic language but anyway)

dotstdy, to random
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Anyway I'm curious whether I can move the coarse bitmap to LDS, merging the two culling passes. Basically dispatch a "coarse" tile, which loops over all the incoming primitives, writing the bitmap to LDS (16KiB per tile, too much?), then switch to one invocation per "fine" tile, looping over the data in LDS and writing out the final culled tiles.

dotstdy, to random
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i keep getting results for the church of the latter day saints when i look for LDS smh

aras, to random
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Remember Collada? Yeah the format is pretty much dead at this point, but Blender still has it (because of Sketchup, Chief Architect, Bricklink Studio etc.). However it felt increasingly uncomfortable to continue using OpenCollada (that embeds old 3rd party libraries with several dozen known security issues). So here's a "cleanup fork" of OpenCollada that gets rid of the security issues part (but also gets rid of everything Blender does not need). https://github.com/aras-p/OpenCOLLADA

dotstdy,
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@aras the open in opencollada means open for everybody to access your computer! taking interop to all new levels.

dotstdy, to random
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I wonder why the performance counters don't work in RGP captures on my APU. I guess something isn't plumbed up yet for RDNA3 :'(

dotstdy, to random
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Has anyone ever made a good system for gameplay queries? (of the "give me all the apples nearby" or "trigger when x happens" style) I'm somewhat of the opinion that any generalized approach here is going to end up in tears, but I'm also of the opinion that gameplay scripting in particular wants to have a pretty generalized approach to help with auditing content (e.g. you want to tightly control what data scripts can access, and when they can access it).

dotstdy,
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@pervognsen yeah specifically for performance, and specifically my tears around shipping season. :')

edit: and raycasts also kind of count, as soon as you start driving the logic for individual casts from within a gameplay script it's not going to end well I think. like it's totally fine in the small scale, but absurdly bad for things like ground-snapping. (largely because it makes it very difficult to do sweeping changes like batching and rate limiting across all your content)

castano, to random
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Is there a way not to burn quithub's LFS quota on github actions?
I have a repo with GBs of LFS data, and it looks like the checkout action downloads the entire thing every time it's triggered.
This is not only is extremely wasteful, but also gets expensive very quickly!

dotstdy,
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@pervognsen @wolfpld Using a Thai credit card in Denmark perhaps?

bitinn, to gamedev
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Can older gamedev share some wisdom on how crunch manifest in the early 90-00s era?

These days crunch feels like a “feature” of game industry:

  • yes, by market cap we are definitely one of the biggest video game companies.

  • but even within it, your choice is to either crunch to meet increasingly difficult deadline;

  • or see your project cancelled in 2-4 years, then either continue on with other big projects or get layoff.

Are the 90s’ crunch different?

#gamedev

dotstdy,
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@bitinn @BartWronski is this also unpaid overtime? D:

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