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Joined 2 年前
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Cake day: 2023年8月13日

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  • This is an event that takes privacy very seriously, where it’s not uncommon for speakers to present evidence of crimes, and where a large antifa-flag hangs over the entrance. I think they’ll be fine.

    The other two on stage where journalists, and while I’m not familiar with German law, that likely limits the police’s ability to try to get to Root through them.

    If reasonable precations were taken, there will not be any evidence directly tying the person on stage to the crime, and even if there was, them being in costume leaves a lot of room for reasonable doubt about who it actually was.


  • I strongly disagree that memorization is important or foundational to advanced math. It definitely is useful, but you don’t need it. And the more advanced your math gets, the less valuable it becomes.

    My experience is that university-level math explicitly tells you to not memorize values and formulas, but to get comfortable finding solutions directly, because then you actually learn what is going on and have methods that are universally useful.

    In the real world memorization is even less useful. You will never be as fast and accurate as a calculator, or remember as many values as a precomputed table has. So why bother?









  • I was trying to explain why the game loop would be held back by the rendering speed, even though they run on different hardware.

    If you are bottlenecked by the GPU that means the game loop spends some of its time waiting for the GPU. If you then turn on frame generation, you devote parts of the GPU to doing that, which makes regular rendering slower, making the game loop spend even more time waiting. This will increase input latency.

    Frame generation also needs to delay output of any real frame while it creates and inserts a generated frame. This will add some output latency as well.

    In the opposite scenario, where you are bottlenecked by the CPU, enabling frame generation should in theory not impact the game loop at all. In that case it’s the GPU that’s waiting for the CPU, and it can use some of those extra resources it has to do frame generation with no impact on input latency.


  • Most games aren’t bottlenecked by your CPU at all. It spends a lot of time waiting for the GPU to be done drawing you a picture.

    “Why isn’t the game doing other stuff meanwhile?” you might ask, and part of the answer is surely, “Why do stuff faster than the player can see?”, while another part is likely a need to syncronize the simulation and the rendering so it doesn’t show you some half-finished state, and a third part might be that it would be very confusing for the player to decouple the game state from what they see on screen, like you see yourself aiming at the monster, but actually it moved in between frames so your shot will miss even if the crosshair is dead on.


  • Framegen is worse the lower your base frame rate is.

    The penalty to the speed at which the game runs is much more significant, if you normally run at 40 fps and framegen gives you 60 (30 real) then you have introduced 8 ms of latency just from that. While the same 25% performance cost going from 180 fps to 270 (135 real) adds just 2 ms.

    The lower your real frame rate is the harder it will be to interpolate between frames because the changes between frames are much larger, so it will look worse. Also the lower your frame rate the longer any mishaps will remain on screen, making them more apparent.







  • I had this happen in a hotel, and being curious I removed the mirror, and yes there was a hole in the wall behind it, no there wasn’t a camera there. It was just were they had ran the wiring for the lights on the mirror.

    It would make sense that it serves like an access hatch to a terminal block that feeds the whole room. It’s simple, costs nothing, is easy to get to (compared to having it sealed in the wall), protected from splashing and prying guests, and close to where you want most lights and outlets.