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Joined 1 year ago
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Cake day: June 20th, 2023

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  • I think this is less corruption and more vanity. There are a lot of charitable organisations out there who will routinely donate over a million dollars. They’ll get a hospital wing or entrance or statue or something named after them. I think compared to those charities, open hand is incredibly small.

    My guess is their strategy was to do a bulk donation to get some kind of recognition for their mum. They were probably hoping they’d have much larger sums in a shorter time, and then time just kept on going.

    The problem is, that would have been fine if it was their money they were doing this with, but they’re doing these shenanigans with other people’s money, and now open hand is probably done for as a charity.





  • it’s not the game that does it, it’s literally the graphic cards that does it The game is just software. It will execute on the GPU and CPU. DLSS (proprietary) and XeSS (OSS) are both libraries to run the AI bits of the cards for upscaling, because they weren’t really being used for anything. Gamedevs have the skills to use them just like regular AI devs do.

    By AI here I mean what is traditionally meant by “game AI”, pathfinding, decisionmaking, co-ordination, etc. There is a counterstrike bot which uses neural nets (CPU), and it’s been around for decades now. It is trained like normal bots are trained. You can train an AI in a game and then have the AI as NPCs, enemies, etc.

    We should use the AI cores to do AI.




  • who decided that it’s a good idea to have less RAM on the Series S than on the Series X…

    Supply chains are complicated, and MS probably did their due diligence to ensure minimal blockages. From seeing the memory structures of newer video cards, I’m pretty sure there are supply constraints to memory to think of.

    Honestly I think gamedevs leaning on memory this hard instead of compute is a mistake. You can have intelligently tiled, procedurally generated textures and have a lot more of them, but instead everyone is leaning on authored content on disc. This goes against industry trends in non-game rendering where procedural generation is the norm. If Doom Eternal can look that good with forward rendering, there are no excuses.

    My main beef with the hate on the Series S is that both times it’s been a big deal (BG3 and Halo Infinite), it has been split screen which has held back shipping. The community would be as justified going after split screen as they are going after the Series S.