I could be wrong, but I’m pretty sure Nvidia has patched them into the GTX series, they’re just really slow compared to RTX cards.
I could be wrong, but I’m pretty sure Nvidia has patched them into the GTX series, they’re just really slow compared to RTX cards.
You don’t have to save your files to Adobe cloud, if that’s what you mean. It does check for a valid license occasionally, but I’ve used Photoshop when my internet was out without any problems in the past.
“Instructions” is probably the wrong word here (I was mostly trying to dumb it down for people who aren’t familiar with graphics rendering terminology).
Here’s a link to the Digital Foundry video I was talking about (didn’t realized they made like 5 videos for Alan Wake 2, took a bit to find it).
The big thing, in Alan Wake 2’s case, is that it uses Mesh Shaders. The video I linked above goes into it at around the 3:38 mark.
AMD has a pretty detailed article on how they work here.
This /r/GameDev post here has some devs explaining why it’s useful in a more accessible manner.
The idea is that it allows offloading more work to the GPU in ways that are much better performance-wise. It just requires that the hardware actually support it, which is why you basically need an RTX card for Alan Wake 2 (or whichever AMD GPU supports Mesh Shaders, I’m not as familiar with their cards).
There’s kind of a difference between “we scraped the internet and decided to use copyrighted content anyways because we decided to interpret copyright law as not being applicable to the content we generate using copyrighted content” (omegalul) and “we explicitly agreed to a legally-binding contract with Apple stating we won’t do that”.
You’re misunderstanding the issue. As much as “RTX OFF, RTX ON” is a meme, the RTX series of cards genuinely introduced improvements to rendering techniques that were previously impossible to pull-off with acceptable performance, and more and more games are making use of them.
Alan Wake 2 is a great example of this. The game runs like ass on 1080tis on low because the 1080ti is physically incapable of performing the kind of rendering instructions they’re using without a massive performance hit. Meanwhile, the RTX 2000 series cards are perfectly capable of doing it. Digital Foundry’s Alan Wake 2 review goes a bit more in depth about it, it’s worth a watch.
If you aren’t going to play anything that came out after 2023, you’re probably going to be fine with a 1080ti, because it was a great card, but we’re definitely hitting the point where technology is moving to different rendering standards that it doesn’t handle as well.
only to realize the issue wasn’t the tech
To be fair, electronic whiteboards are some of the jankiest piles of trash I’ve ever had to use. I swear to God you need to re-calibrate them every 5 minutes.
Photoshop does a lot of things in really stupid, convoluted ways. Krita also does a lot of the same things in equally stupid, convoluted ways, but different than PS so you get no benefit from knowing how its done in other software. Text editing comes to mind. Both PS and Krita feel like they were designed by drunk people when it comes to doing anything beyond writing text and picking a font/color/size.
I’ve had an RPI3 running for 7+ years (currently running Home Assistant on it). Still uses the original SD card that shipped with it, too. These things are durable and reliable as hell, as far as I’m concerned.
Because American media keeps pushing the idea that the Democrats are “the left” and because Democrats oppose guns because the Republicans promote them, they equate owning a gun with being a part of “the right”.
It’s not that we want to ignore warnings.
Speak for yourself, I promise you the team I work on actively ignores warnings and doesn’t even want to solve them as they pop-up. Being told you can’t compare doubles (because of precision loss) and ignoring it is on the developer and isn’t even that hard to fix. Most of our warnings come from shit like that.
Like, I get it. It’s probably not worth it to hunt down every “unused variable” warning (especially in an API where we used to have a variable for it and we don’t use it anymore and we don’t want to break the existing API so we just leave it there), but there’s things that are just trivial to fix when you’re working on code that’s right next to it.
Oh yeah, I’m genuinely about to hand-in my resignation as soon as I find another job over this kind of shit. I keep being told that the business is really trying to clean-up its act when it comes to coding practices, but they keep putting some of the most incompetent people I’ve ever worked with in charge of shit (because they do promotions based on years of experience instead of actual actionable experience). It’s awful.
First thing I do on my projects is enable warnings as errors and increase my warning levels when reasonable.
Unfortunately, the same can’t be said on the projects I work on at work. Drives me crazy that we get likes 300+ warnings whenever we run the app and that we can’t change it because "they’re just warnings*.
you won’t get table layout as we had in dark ages of Html
left | right | ||
---|---|---|---|
All they have to do | |||
is use empty cells with spaces | |||
Where there’s a will | |||
There’s a way | |||
And people who use | |||
tables for layouts | |||
are fucking crazy | |||
enough | |||
to try |
I kind of get it.
motherfuckingwebsite is pretty old at this point. I remember seeing it on Reddit like 10 years ago. Parallax was all the rage back then, when we called “hero” images “jumbotrons” (because Bootstrap called it that, I think?)
When you think about it, everything on that list can kill you.
Man, you’re all over this thread sticking up to Google. You should apply there. They just laid off 100 YouTube employees. At least you’d be paid to shill.
You’re not going to guilt trip me out of adblocking Google of all fucking companies lmao
Is it really uBlock Origins? They mention AdBlock and AdBlock Plus, which are separate from uBlock Origins.
Doo doo, doo doo doo doo doo doo, rii tii tii tiiiii