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#cpu vs gpu
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CPU VS GPU : What is the Difference?
Are you ready to take your computing experience to the next level? Introducing CPU vs GPU, the ultimate showdown between two powerhouses. CPU, the brainiac, excels at multitasking and running complex software with lightning speed. On the other hand, GPU, the visual virtuoso, delivers jaw-dropping graphics and unrivaled gaming performance. Whether you're a hardcore gamer, a creative genius, or a multitasking maestro, we've got you covered. Unlock the true potential of your device and immerse yourself in a world of endless possibilities. Get ready to unleash your full computing prowess with CPU vs GPU. It's time to level up : https://www.znetlive.com/blog/cpu-vs-gpu-best-use-cases-for-each/
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starcompseo · 1 year
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Gaming CPU Vs GPU: Understanding The Role Of Each In Gaming Performance.
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carlos2023tudo · 2 years
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4filen0tfound4 · 2 years
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I feel so bad 4 lying and tricking ppl I actually don’t know shit about computers if you were like “Hey File I actually have a inner computer issue. Like a file issue. Can you help me” I’ll start crying on the spot and run away and trip and fall
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zeroeight94 · 1 year
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Which is better AMD or INTEL | INTEL vs AMD 2023 | For Gaming
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maowives · 18 days
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re: the Unity engine vs new game engine metaphor (which I guess is maybe a kind of strained metaphor but i digress), the questions being asked me sometimes resemble "how do I add 3D character models to this?" and my only response can be, "you can't, this is a sprite-based 2D physics engine." and you might ask "well, but I want character models" and to which I say, "ok, sure. but this isn't for character models. it's designed to be a physics engine that can run on a toaster and entirely on the CPU, without using any GPU computing. that's what it's for, that's it's utility and use-case. it can't do the same things Unity can do, many of which are really valuable and important, but likewise, it can do things that Unity could never, ever do as well."
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se-a-ser · 6 months
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Telefon alırken
cep telefonu tercihiyle ilgili çevremde ve burda yardımcı oluyorum zaman zaman. bildiğim kadarıyla bir paylaşım yaparsam faydalı olur diye düşündüm
öncelikle iPhone'dan uzak duruyoruz. tek avantajı piyasası var, ona bişey diyemem
ekran olarak tabi ki önceliğimiz AMOLED
sonra ekran/kasa oranı önemli. üst ve yanlarda ekran nereye kadar gidiyor. çentik mentik diyerek ne kadar ekrandan çalınıyor
köşeler fazla oval olmamalı
pil kapasitesi / ömrü
adaptör, hızlı şarj ama körü körüne değil
CPU/GPU (işlemci / grafik işlemci)
ekran koruma (çizilme ve kırılmalara karşı Gorilla Glass vb)
NIT değeri (ekran parlaklığı)
Android sürümü
çözünürlük
PPI (piksel yoğunluğu)
ekran yenileme hızı
NFC (ulaşım kart doldurmak için :))
olamsa da olur ama Kızıl Ötesi, Radyo vs
şimdilik aklıma gelen kriterler bunlar. cep telefonları artık gereksiz derecede hızlı. o yüzden gelişmiş 3d oyunlar oynamayacaksanız hız artık bir kriter değil. oynayacaksanız da Nvidia Geforcenow alın mesela
bu kriterler ışığında 10 bin TL altında birkaç model çıkıyor
TCL 30+ en ucuzu. fiyatı yanıltmasın. sadece ekran fiyatına nerdeyse. TCL dünyanın en büyük ekran üreticilerinden biri
Xiaomi Redmi Note 11 ile Xiaomi her zaman fiyat/performans için iyi bir seçenek zaten
Infınix Note 12 ise gerçekten görmeye değer. adamların bir mühendislik çabası var belli. mesela ön kamerada flaş var, hızlı sarjın potansiyel zararlarından korumak için ısı algılayıcı sensörler koymuşlar, kendi arayüzleri de iyi
bunlar dışında tabi ki Samsung her zaman iyi bir seçenek, Tecno da iyi. kamera önemliyse Huawei'in Leica lens kullaan modelleri her zaman daha iyi
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techturd · 1 year
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Do you know what this is? Probably not. But if you follow me and enjoy retro gaming, you REALLY should know about it.
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I see all of these new micro consoles, and retro re-imaginings of game consoles and I think to myself "Why?" WHY would you spend a decent chunk of your hard-earned money on some proprietary crap hardware that can only play games for that specific system?? Or even worse, pre-loaded titles and you can't download / add your own to the system!? Yet, people think it's great and that seems to be a very popular way to play their old favorites vs. emulation which requires a "certain degree of tech savvy" (and might be frowned upon from a legal perspective).
So, let me tell you about the Mad Catz M.O.J.O (and I don't think the acronym actually means anything). This came out around the same time as the nVidia Shield and the Ouya - seemingly a "me too" product from a company that is notorious for oddly shaped 3rd party game controllers that you would never personally use, instead reserved exclusively for your visiting friends and / or younger siblings. It's an Android micro console with a quad-core 1.8 GHz nVidia Tegra 4 processor, 2 GB of RAM, 16GB of onboard storage (expandable via SD card), running Android 4.2.2. Nothing amazing here from a hardware perspective - but here's the thing most people overlook - it's running STOCK Android - which means all the bloatware crap that is typically installed on your regular consumer devices, smartphones, etc. isn't consuming critical hardware resources - so you have most of the power available to run what you need. Additionally, you get a GREAT controller (which is surprising given my previous comment about the friend / sibling thing) that is a very familiar format for any retro-age system, but also has the ability to work as a mouse - so basically, the same layout as an Xbox 360 controller + 5 additional programmable buttons which come in very handy if you are emulating. It is super comfortable and well-built - my only negative feedback is that it's a bit on the "clicky" side - not the best for environments where you need to be quiet, otherwise very solid.
Alright now that we've covered the hardware - what can it run? Basically any system from N64 on down will run at full speed (even PSP titles). It can even run an older version of the Dreamcast emulator, Reicast, which actually performs quite well from an FPS standpoint, but the emulation is a bit glitchy. Obviously, Retroarch is the way to go for emulation of most older game systems, but I also run DOSbox and a few standalone emulators which seem to perform better vs. their RetroArch Core equivalents (list below). I won't get into all of the setup / emulation guide nonsense, you can find plenty of walkthroughs on YouTube and elsewhere - but I will tell you from experience - Android is WAY easier to setup for emulation vs. Windows or another OS. And since this is stock Android, there is very little in the way of restrictions to the file system, etc. to manage your setup.
I saved the best for last - and this is truly why you should really check out the M.O.J.O. even if you are remotely curious. Yes, it was discontinued years ago (2019, I think). It has not been getting updates - but even so, it continues to run great, and is extremely reliable and consistent for retro emulation. These sell on eBay, regularly for around $60 BRAND NEW with the controller included. You absolutely can't beat that for a fantastic emulator-ready setup that will play anything from the 90s without skipping a beat. And additional controllers are readily available, new, on eBay as well.
Here's a list of the systems / emulators I run on my setup:
Arcade / MAME4droid (0.139u1) 1.16.5 or FinalBurn Alpha / aFBA 0.2.97.35 (aFBA is better for Neo Geo and CPS2 titles bc it provides GPU-driven hardware acceleration vs. MAME which is CPU only)
NES / FCEUmm (Retroarch)
Game Boy / Emux GB (Retroarch)
SNES / SNES9X (Retroarch)
Game Boy Advance / mGBA (Retroarch)
Genesis / PicoDrive (Retroarch)
Sega CD / PicoDrive (Retroarch)
32X / PicoDrive (Retroarch)
TurboGrafx 16 / Mednafen-Beetle PCE (Retroarch)
Playstation / ePSXe 2.0.16
N64 / Mupen64 Plus AE 2.4.4
Dreamcast / Reicast r7 (newer versions won't run)
PSP / PPSSPP 1.15.4
MS-DOS / DOSBox Turbo + DOSBox Manager
I found an extremely user friendly Front End called Gamesome (image attached). Unfortunately it is no longer listed on Google Play, but you can find the APK posted on the internet to download and install. If you don't want to mess with that, another great, similar Front End that is available via Google Play is called DIG.
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If you are someone who enjoys emulation and retro-gaming like me, the M.O.J.O. is a great system and investment that won't disappoint. If you decide to go this route and have questions, DM me and I'll try to help you if I can.
Cheers - Techturd
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andmaybegayer · 8 months
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yo, absolute score. The guy I bought the board from said it was the Intel N5105 chip but it's actually the higher performance N6005 one. Small bump in CPU performance but a big improvement on the integrated GPU, 32 vs 24 Execution Units with an extra 100MHz of GPU clock.
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it's also just, SO small. I didn't realise until last night that a 110×110mm footprint means it's smaller than a standard PC cooling fan.
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stellaralignment · 3 months
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game programming infodump
typically code executes linearly, it will run and once it has executed all the code and reached the end it will stop. the way games (and most programs tbh) work is you will trap the code in a while loop in which the program gets stuck in a loop.
in games this loop goes through 2 main steps: Update, and Draw.
the Update step handles any and all logic: player input, npc ai, pretty much any and all logic. the game will go through all the objects in a scene and update them in some way determined by the programmer writing the code, if the player presses the W key to move forward it is in the update loop the player character moves forward. if an enemy is attacking the player, they make the decision to attack them in the update, if there is a timer it will decrease it's time here (in a way, this is a simplification) all this logic gets executed every frame, at whatever frames per second
if you're using a third party game engine like unity or unreal, while the update step is a function you can add to in created scripts, other things like pressing a button or event based functions will still be running in the Update loop in the background, handled by the engine internally
the Draw step is where all the data about the current state of the game, where models, cameras, and lights are passed to the GPU and where the graphics card begins preparing the data to display on the screen using shaders, code that is written specifically for the gpu to use (instead of what is typically thought of as code that gets run on the cpu). there are two main shaders: the vertex shader, and the fragment shader
the vertex shader determines the position of a vertex on the screen, usually this would just be simple math, but for some effects a technical artist/graphic programmer (the ones who typically make the shaders) may mess with the vertex shader to move the verticies of the model without need to get the animator to make it an animation, which would harm the game's performance on the cpu side vs the much faster and more efficient method of using a vertex shader to animate it
the fragment shader determines the colour of the pixel of the screen, this is where visual effects like lighting, a glow effect, or an outline, or alpha control to hide a model, or whatever else that affects the colour will be done.
these shaders are ran on the gpu's cores for each pixel of the screen, so for a 2560x1440 resolution these vertex and fragment shaders will be run 3,686,400 times per frame
and that's how (for the most part) every game runs
That's so cool! I knew a lot about the CPU side, I've started a few hobby projects in Unity (that I never finished and ended up losing eventually, rip), but everything about the GPU side was new to me, and it's cool to have this insight!
Thanks for sharing >w<
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Understand the primary distinctions between the CPU and the GPU
Because of their unique advantages, each CPU and GPU will be able to make a substantial contribution to meeting future computing needs. CPUs and GPUs have different architectures and designs from one another. The combination of CPU and GPU, along with enough RAM, makes for an excellent testbed for deep learning and artificial intelligence. The CPU vs. GPU debate is over. You now more than ever need both to meet your varied computing needs. Click here to know in detail : https://www.znetlive.com/blog/cpu-vs-gpu-best-use-cases-for-each/
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carlos2023tudo · 2 years
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turtlemagnum · 4 months
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there's this online recreation of the sans fight that i played religiously back in middle school before i even owned a device capable of running undertale, still up. i got good enough at it that under normal circumstances, i can usually do it first try. a bit of a banging my head against a brick wall thing, but damn did it eventually break. honestly i think doing that before ever actually playing undertale was a bit like goku training in 100x gravity, except instead of landing on namek to fight frieza he went and fought raditz again and just absolutely wrecked his shit. at least, until i got to undyne, still not great at her. god i love her. adhd, getting distracted, i had a goddamn point i was trying to make. so, notice that i said "under normal circumstances" as a caveat. what i would consider not normal circumstances would be, say, playing with fucked up arrow keys. such as, the ones that seem to be on every goddamn modern laptop where up and down are both collectively taking up the same amount of real estate as a single normal key, because apparently right shift needs that extra fucking space. like seriously who the fuck even uses right shift, top 10 useless keys right there, right next to caps lock and most of the function keys. guess i've just gotta suck it up until i can afford to get an actual gamer laptop and not a budget office clunker that i got for the admittedly nice CPU
honestly like, i think my ideal laptop would be halfway between the Ultra Gucci Gamer shit and what i have now. give me like, 16 gigs of RAM, a decent CPU for emulation, a low end but modern and power efficient discrete GPU, and a big fuckin SSD. no RGB shit, just a power waste, though i do like having backlit keys at times i think the more efficient way to go about it would just paint em with something glow in the dark. is glowstick fluid toxic to get your hands on? i remember hearing about a guy who died because he injected that shit at a rave, but i don't know how much of that is This Shit Is Poison vs Dont Put Things That Arent Blood In Your Blood Sacks You Moron, y'know. for some reason radium popped into my head, but after thinking about it for more than an instant i'm like 85% sure that shit's what done killed marie curie, and now i can't help but imagine that's something elon musk would tell his engineers to do. "yeah. just a, uh, gamer key-board. with, radium paint on the lettering. saves power, good for the planet." what was i saying
anyways yeah like. the only other specs i can think of would be just having as many ports as possible, 1080p screen @ 60hz, y'know the bare minimum in Current Year. i will say that my current laptop has given me problems with screens i've never had on a computer before, there have been times where i see something i know for a fact is a different, more saturated color on other screens and having it be barely different from the background. also? i want that motherfucker bulky god dammit, i'm tired of everything being thin and light and having absolute dogshit battery life. i miss when i could charge my gameboy once a week and have it entertain me the entire goddamn time, y'know. i'm lucky if i get half a day of consistent use out of a laptop or my switch without charging it, y'know. to be honest, you should be able to murder someone with your technology. i could kill a man with a gamecube or the PC my dad left me as a kid, if i tried to bash a man's skull open with my laptop the laptop would take more damage than the skull. like don't get me wrong, it'd fucking hurt, but i'm not sure there's any singular component in this thing less than 95% cheap polymer by volume. a goddamn disgrace, lemme tells ya. back in ancient rome we had the technology to build bridges strong enough to still be used today, there are guns from the world wars that you can shoot to this day, you're tellin me you can't make a laptop sturdier than a saltine cracker? well, i'm pretty sure they're mostly designed by crackers, so i guess i can't blame em too hard for their inadequacies. such is lief i suppose (sic)
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chipped-chimera · 1 year
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Okay since I'm actually awake now, (proper) HAIR UPDATE! ❤️🖤❤️
I wanted to add this onto my post from last night but tumblr hates reblog photosets. Anyways I was very aware that posting my V in the darkest corner of an apartment with black hair wasn't really ... showing anything - but it was very much her vibe and that's been the point of this entire project, buckling down and learning Blender from nothing, reverse-engineering mods and systems I was only NEW to about a month or so ago so I could figure out how to bring 'back' her hair, but like ... even more how I wished it was.
And it's finally done (well ... structurally).
More development rambles beloooow ~
I'm not releasing this (yet) as I'd now put myself in 'polish' phase, where I'll be tweaking some physics and other stuff like the vertex painting which influences the shine - brighter hair colours look a bit too blown out at the moment, and I'm not sure if this is because it's too shiny or because of my custom normals (may have to tone them down a bit, idk). You can see what I mean below -
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Shadows are also behaving oddly at certain angles, and I wasn't sure if it was a harsh lighting situation but upon changing the lighting up ... no. Something weird is going on. So that'll need troubleshooting (for lighter colours at least). Also some textures just are acting weird on certain parts when I don't think they should look that way so yeah ... more ... troubleshooting ahead. :V
I'm also going to look into if there's something I can do for the 'efficiency' of this mesh because I noticed some pretty severe frame slowdowns taking close up shots - though only sometimes?? Not sure what that was about at all. I'm assuming it's my gpu being pushed harder as I get closer to the hair, but upon changing the hair in the character creator to another and then back it just went away again? So no idea what the hell was going on there. It felt a bit almost like a memory leak, but I didn't do a check to see what my system was doing so I'll have another look if it happens again.
Possible (hypothetical) causes:
Could be texture size, these hair cards have 2k textures apart from the alpha (4k) which is double vanilla textures so that is also a possibility as a fix (though I'd be loathe to do it).
Double rigs. I noticed last night when in my rigging phase with UUH4V that reducing it from three meshes and rigs to TWO meshes and two rigs significantly improved framerate lag (I mean it was minor but noticeable enough) in the character creation screen, so it could hypothetically be something to do with calculations of running two rigs at the same time. If that is the case, I could probably just rig this to the Alt hair rig. Currently I'm using Alt's for the back and left side of the hair, whereas the fringe at the front and the curl over the shoulder is rigged to Old Rogue. I'll probably still keep using UUH4V just … one rig only.
Last in the list? Hair cards. There are a lot. Maybe too many. They're also of a higher poly than last time. That said I've looked at other mods with heavier polycounts than mine (what gave me the courage to push further in the first place after my very low poly attempt 1.0) that caused more obvious frame slowdown in just the character creator alone. I feel there is still a minor slowdown currently but it's on the edge of noticeable (like, 30fps vs 60fps). As it goes though, this is still pretty insanely efficient (thank YOU Hair Tools for Blender).
BONUS: Mods. Other mods. The thing I use to hook in a DLL for pose control. Could always be that?
So uh, guess that's what I'll be working on. I don't know how much time I should be spending on getting this 'frame efficient' considering anyone using this would be primarily be for screenshots, and given the specs I'm currently running (AMD Ryzen 5 CPU and an RTX 2060) are being re-classed as the 'bare minimum' with Phantom Liberty coming out, and I am planning on upgrades to my PC anyway.
We'll see? (Though in my heart of hearts, I have have had potato PCs for years and I want to support the lowest specs I possibly can). I dunno let me know what you think about that one as a possible mod user (and someone who actually reads these, wow).
Anyways all that matters is jesus christ I finally did this. I taught myself hair. From scratch.
Promised tutorial ... soon. After I maybe do nothing for a few days lol.
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askagamedev · 2 years
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What if any technical reasons are there that more PS5 and Series X games do not support offline co-op and multiplayer modes? It seems that while yes, current gen games are more demanding, current gen hardware is exponentially more capable than past generations. Why not just add a 2nd, 3rd, or 4th viewport into the world and let people game together? Any relevant answer would be appreciated. If none, I'll just assume my suspicions are correct and you are under some NDA about this. The breaking of which would result in being blacklisted and hunted down by John Wick himself. Thank you.
Let's assume that we have no technical limitations - infinite memory, infinite CPU and GPU cycles. We can run as many viewports as we could possibly want. What else could be holding us back? Here are a few game design considerations that make split screen a non-trivial task, even in a scenario where technical limitations don't exist.
Aspect Ratio
When we are designing a game, screen visibility and aspect ratio are important. Look at this screenshot from God of War Ragnarok:
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The framing of the cinematic is absolutely focused on showing the characters and their difference in size on screen, with the point of focus being Mjolnir in the very center. You can see at a glance how much bigger Thor is than Kratos. That's completely intentional. Now let's see it in split screen. First, let's split the screen vertically:
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I tried to retain the "gist" of the original shot. We're still centered on Kratos vs Thor with Mjolnir in the center of the frame. I tried to keep as of both characters in frame as I could. Clearly, this shot doesn't have anywhere near the visual impact of the original. You just can't see much of either character. We retain the struggle in the center of the screen for Mjolnir, but we lose the visual representation of the characters' sizes. Now let's try splitting the screen horizontally instead:
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Once again, I tried to fit as much into the frame as I could. Now we can't see enough of either body, it's so squashed down. We can't see the relative size of Mjolnir either. We can't even see how tall Thor is because his head is getting cut out of the frame.
It's pretty obvious that this shot is meant to be viewed at a specific aspect ratio. Halving either dimension simply won't work, significant rework must be done in order to do this. But what if we retain the original aspect ratio by dividing into fourths?
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It's better - we can at least see all of relative sizes of each other. But the characters themselves are much smaller, especially because we don't sit close enough to the television in order to get the same effect. But let's move on. There are other issues.
User Interface and Screen Size
Things get worse when we have to put UI on the screen too, because we can't shrink our UI or text to 1/4 of its original size in order to maintain the screen aspect ratio. Here's another screenshot from God of War Ragnarok, this time with combat UI:
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Let's try splitting this screen vertically:
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I've done a quick and dirty copy/paste job for the UI elements and maintained their relative size on screen. We're already losing out on a lot of peripheral vision in combat. Since we can't scale the UI, observe how it is taking up significantly more screen space too. We have to show two of every UI element, not one... and they can't really be scaled down or they'll be too small to see. Now let's see it in horizontal split screen:
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Now we have the peripheral vision... kind of... but the UI is still eating a lot of that screen space and we're losing significant amounts of vertical screen space. This might be ok in a game where enemies show up to the left and right, but not if there are often enemies coming from above or below. The UI screen space problem gets significantly worse when we run it in four viewports while maintaining UI screen size:
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Everything feels so much more squished and tiny, even when running at the same aspect ratio as the original. It's a fundamentally different experience, because you're seeing so much less of the world in the various split screen modes. God forbid we try to have any kind of subtitle display in four-way split screen.
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These are two specific constraints with splitting the screen. There are more problems I haven't gotten into, like directional audio no longer working because we've got multiple simultaneous player locations or handling menu navigation gracefully in split screen. This is not to say that it is impossible to make split screen work - it is absolutely not impossible. What I am saying is that it is not trivial to make it work - we can't just turn on two/three/four viewports and call it a day, not without inadvertently causing a significantly worse player experience in many regards. These kind of challenges must be identified, designed for, and fit into the development budget.
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lunarsilkscreen · 7 months
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Digital Measurements vs Quantum Measurements
1 Hertz is the equivalent of 2 bits per second calculation. We measure the speed and throughput of your average processor today in gigahertz with a theoretical speedlimit of 4 GigaHertz.
That speed limit is why we have decided to expand the number of cores in a processor, and why we don't typically see processors above that outside of a liquid-cooled environment.
Your average standard processor has between 4 and 8 cores, with the capability to run twice as many simultaneously occuring threads. Or two simultaneously occuring processes per individual core.
Your average piece of software, for comparison usually runs single-threaded. While your 3D software (and chrome), by necessity required to be run multi-threaded in order to output the video portion. Typically, that software relies on GPUs which are geared to as many threads as possible, in order to produce at least 60 images per second. But can utilize your core CPU instead if your device doesn't have one.
When you have many multiple cores and/processors in an individual system, you're now relying on a different value; FLOPs (floating-point operations per second) which is so much higher in scale than your average CPU calculation, and requires measuring the output of many simultaneously operating parts. This means it may be lower than what you'd expect simply by adding them together.
Flops calculate simultaneously occurring floating-point operations.
Now Quantum mechanics is already the next step of technological evolution, but we haven't figured out how to measure it in a way that is useful yet. 1 qHertz for example; would this be the quantum processor's ability to do binary calculations? That would overall limit the quantum processor's ability since it's having to emulate a binary state.
Theoretically; one Quantum particle should be capable of doing 2 FLOP simultaneously. And the algorithms and computing we use at the quantum level are so far divorce from a Binary/Digital representation it would be hard to compare the two directly.
Even in the binary/digital world there is no direct observable correlation between Hertz and FLOPs. Despite the fact that we know approximately more Hertz can do approximately more FLOPs.
<aside>I keep asking myself; are we sure we don't already have quantum computing already? What if proprietary chips and corporate secrecy means we already use qBits at the hardware level and everybody else just doesn't know it yet.</aside>
At the base state; a qBit is capable of storing the equivalent of many bits of data, and will be able to perform the equivalent of a terra-flop of calculations on that one qBit per second.
But it's a single variable in contrast to our current average memory storage of 8Gigabytes that can be sub-divided into millions of separate variables.
72 qBits would allow for 144 variable declarations, every two variables being part of the same qBit and used in special ways that we can't do with regular bits.
Or to put it another way; a single floating point number takes 32bits of information, a double floating point number takes 64 bits of information.
At the minimum, one qBit can store at least 2 double precision floating point numbers (and each one of those numbers could theoretically be the equivalent of a triple or quadruple floating point in overall limitation.)
Therefore a single qBit can store between 128 bits and 512 bits (this is a conservative estimate). However, they're limited to how small they can be sub-divided into individual variables. By the time we get to MegaQBits, we'll be able to do so much more than we can currently do with bits it'll be absolutely no-contest.
However; there will be growing pains in Quantum Computing where we can't define as many variables as we can in Digital.
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