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Cake day: July 3rd, 2023

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  • I loved HZD so much on PS4, it is a great world, really good sci-fi story and awesome character progression. It feels so good to easily take down machines that you struggle with at the beginning, it never gets old to tear off parts and weapons to use against them. The DLC for it was a great addition.

    Needless to say I jumped into Horizon Forbidden West as soon as it was released, and it did not live up to my expectations! The second go around everything feels so forced, I gave up midway through.

    Solid recommendations throughout this thread…



  • fulg@lemmy.worldtoTechnology@lemmy.worldWhat Ever Happened to Netscape?
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    12 days ago

    They became a poster child for why you should never “start over from scratch” even if your current codebase is awful. Because when you do that your competitors keep going, then they have years on your now stale product. Netscape lost all on their own…

    Also: selling a browser? Man, the 90’s where wild.





  • That is my recollection as well. Also I remember Psycho Mantis would make some comments about the content of your memory card before the fight.

    Another favorite of mine is The End in MGS3: Snake Eater, he is a sniper hiding in the woods and it takes like an hour of game time to beat him down. I seem to recall if you save during the fight and change the date forward a few years on your PS3, when you reload he has died of old age waiting for you to come back.






  • Vulkan and DirectX could already share shaders, because the input for both was already HLSL. The difference is the intermediate representation of the compiled shaders that will now be the same in the future (SPIR-V for both).

    The real winners here are driver programmers at NVIDIA/AMD/Intel, since they will no longer have to develop support for both DXIL and SPIR-V (which are similar in concept but different in implementation). How much of that will be true in practice remains to be seen, but I am hopeful.

    There are tools to analyze, process and transform SPIR-V bytecode already, presumably those will work for DX12 shader model 7 too. It might make performance analysis easier, same with debugging via a tool like RenderDoc that supports SPIR-V but not DXIL.

    As for the overhead of DirectX, with DX12 this is largely not true anymore, both are high performance APIs with comparable overhead (i.e. as little as possible).




  • To be fair, USB-C didn’t exist when Lightning was introduced, and it was vastly superior to Micro-USB.

    It doesn’t really have any reason to exist now…

    Agreed with your other points though!

    I have an old iPad that I try to reuse for another purpose and all the locks to stop me to keep using it make it such a pain in the butt, when the alternative is simply to enable developer mode on an Android tablet.

    Thankfully I remembered when buying a laptop and skipped the very enticing M-series hardware, because in 5-7 years that thing is a brick destined for the landfill.