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Joined 2 years ago
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Cake day: November 20th, 2024

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  • Pattern recognition. Opposable thumbs. Kung-fu grip. Floor-sweeping. Can sometimes create something neat befitting the year 1997. Can chop and fry vegetables. Load/unloading dishwasher. Poorly-equipped operator of 2 wheels (250w assist), ~450 miles on the odometer and no current destinations (also too damn hot).

    Those are the ingredients that make it hard for me to justify myself in context of escapist fantasies (as out there as brain-in-a-can, as realistic as intentional communities yet still intangible).

    People like positive self-talk (everyone matters), though I feel it really clashes with the rent-seeking+papers-please reality that we find ourselves in. Disposable everything.



  • Various things:

    • uncompressed audio (perhaps needlessly, for lower-end CPUs)
    • pre-rendered cutscenes, multiple resolutions
    • large texture sizes (also think normal maps etc), multiple resolutions
    • redundant or unused data
    • large model sizes, or more assets in general
    • previous issues may be multiplied by multi-language support

    I would also say it could be a problem of art direction, having no constraint and ignoring smart techniques that use less data.

    Also, a higher-budget --> more preorders?
    More data --> more game?



  • 13KiB is such a constraining limit, and extra funny considering modern events.

    Hobbyist: I’ve deleted faces to use less bytes.

    Console maker: We’re discontinuing discs. Worried about games being over 100GiB? Screw you, get faster internet.



    EDIT: Also not exactly sure how they did the models. I could see precision being a grid/editor/export setting (or obj parser/optimizer?), though maybe they wrote them by hand or did it in Trenchbroom and thus handled by their own map loader. Controlling precision through scale too, maybe?



  • especially on Linux

    This is part of it for me, haven’t updated in a while (slow-ish shared internet) and then Arch moved the driver to the AUR. At this point I’d need to find a better distro, but aside from not finding one I like (with a better update structure that doesn’t give me other issues) the GPU will still be a problem (or 2 because proprietary driver).






  • Nothing. I’m not spiritual, though I do sort of believe some things like that in a non-literal fashion. I don’t believe I am part of some sort of unity, though I would say that yeah in an abstract sense I am just a complex multi-cellular organism and in most cases cooperation with other multi-cellular organisms is preferred. With the systems how they are now though, I am not participating (even if it is to my own detriment).

    Design? It would require a bunch things that likely won’t happen in my lifetime. Basically a transhumanist re-do. Get my brain somewhere and somewhen better, get it going again ideally with a mix of symbiosis+tech that allows existing comfortably. This could take a lot of forms too (many that others would find too alien/isolated), though not too hopeful about the future and that I could actually have a place in it.


  • Slowroll is an interesting idea, but not much talk about it (maybe because experimental) and when I tried Tumbleweed I hated patterns. It also seems like the update model could be better, like a combo of security updates and stability based on ABI compatibility checks (ideally avoid breakage even if it means an older package, mark issue type with applications and tell me when updating may actually fix).

    Nix too, but I’m not sure it’d do what I want easily. Plus, no dynamic linking is a double pain for me (on top of normal software, Godot+Nim-lang). Not sure about redundancy of app containers (which update on a diff time-frame) while having slow internet.

    Legacy nvidia driver that’s a pain now, too.


  • I think to myself, only half-ironically, “textures were a mistake” (pre-rendered cutscenes, too). Or at least the practice of unique textures on every model being the standard rather than the exception. It adds a lot of workload, and IMO is probably diminishing returns in many cases.

    Sure, I get that it was a logical/necessary step when a texture/sprite saved on polygon budget. These days I think (visible!) vertex color is a very practical technique that didn’t really get used to its full potential. It even makes a lot of sense when making a model to think about color via geometry. There’s a lot of room for aesthetic choice with meshes, colors, materials/shaders, character/map design, and yes textures if they don’t become bloat.

    This is also why I dislike the idea of many remasters/remakes. Losing arguably the smartest* and most scalable solutions and switching over to much heavier (data and rendering-wise) replacements. Sure they made it visually stunning, but now I don’t know if I can comfortably download/store/run a game that probably still has game-design warts from 20+ years ago (and new glitches added).

    * For example, Spyro’s vertex color skyboxes being replaced in Reignited. The original were iconic, aesthetically pleasing, they had a gamefeel reason (portals, seamless fly-into portal+fly-into-level), free by modern standards (so a toggle should be viable) they’re just mesh globes! I could even see even some verts added to improve, or use of layers or more distant geometry to give it more depth.






  • Have you looked into drop-in (ZLUDA) or recompile (SCALE, chipStar) things? Though they may not have been helpful with the years gone by (and may each have their own pros/cons).

    I’m still using a 1050Ti (and legacy driver shifting to AUR did block me from updating), value doesn’t seem great and not going to buy something used from eBay. So that still complicates things for me.

    Distro-wise I probably want something slower than Arch but not sure about point releases. And I am hoping for something that does updates in a way more friendly to slower internet (giving less update friction), but I suspect it doesn’t exist. Some things (OpenSUSE, NixOS) seem like they might be closer to I want but I have hangups about them (Patterns on SUSE and lack of videos for Slowroll, NixOS having multiple solutions for dynamically linked executables especially if I decide to stop using Steam directly).