Lol you certainly earned what they said with this brilliant fucking reply.
Lol you certainly earned what they said with this brilliant fucking reply.
Its very easy to verify if a shell is loaded thanks to the lack of spring loaded magazines, so its most likely not negligent to do so.
Not everything has to be a conspiracy, stupid people are created often.
Ethernet is the common PHY even across fiber afaik.
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Yeah, no. A drivers license in the United States is much more like a participation trophy at this point. The testing process mirrors that.
Nah, don’t assume malice when stupidity can be at play. That type of person is self centered, self absorbed, and they don’t respect things they cant grasp. Most of the time its not a power play.
Why would you be so stupid and post this shitty unproductive comment?
I believe the “rtfm” in the error payload is meant to link to the docs, rather than the error itself being “rtfm”
Only a fool could miss the value C# has when used to solve the proper problems :)
its a compiler. That is at best projection, especially considering how the compiler’s error feedback is designed to be firm yet gentle.
So we can have even more giant corrupt millitary industrial complexes. Coool, hopefully it does more good than the United States.
It’s all fun and games until you’re assigned fictional tickets at work -_-
The true connector crime here is that single USB-C, any new PC should have more than that.
Yeah… even the expensive motherboards Ive bought have like two max, it sucks
Soo… more tasks to not be able to do? Seems pretty genius.
CS2 uses a design paradigm called Entity Component System, which allows for aggressive multi core utilization by splitting up game logic into self contained “systems” that operate on a subset of “Components” per “Entity”. This allows for data dependencies to be statically analyzed and a scheduler to maximize CPU Utilization thanks to the better separated workflows.
It uses DOTS from Unity to accomplish this. There is a small bottleneck in communicating this work back to the game’s renderer, but it is doing a lot of valuable work with all those cores.The communication with the renderer and their rendering implementation sucks right now and thats where the performance tanks.
I am very aware of how at some level there are less multicore workloads involved but a CPU core can do a metric shitload of work, it’s the RAM and GPU transfers that kill performance. We dont need to blame Unity here, they are fucking this up 100% themselves.
Theres a video that explains all this but I cant find it and thats pretny annoying so whatever.
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Wish granted, you’re now mute because he sure doesn’t sound like much anymore ;)
I’d imagine the fact that is not legal and is negligent would stop them.