Wow, what a horribly inefficient use of floor space that staircase is
Wow, what a horribly inefficient use of floor space that staircase is
Looks to me like your temperature is too high and you need to increase your retraction distance.
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VR has much more stringent latency requirements than normal gaming, because moving your head needs to be in perfect sync with the world “staying still”. The manual calibration needed for this is around 8ms, which is compensating for the render/presentation time of a single frame at 120fps.
It sounds like a nitpick, but I can tell you from experience that it makes a very significant difference.
At its most basic level, Slitterhead is clearly an action game.
Ok, so it’s not a horror game.
This is the same mistake people make with titles like Dead Space… They sell it as horror, but that just makes it disappointing for people who like actual horror games.
I’m struck by how modern those bicycles look
Still waiting for them to fix latency reporting for AMD 7000 series GPUs
https://steamcommunity.com/app/250820/discussions/3/3802777845426075295/
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Just because the other kids are doing it, that doesn’t make it ok
The text of the LGPL actually imposes some very inconvenient restrictions around static linking:
Convey the Minimal Corresponding Source under the terms of this License, and the Corresponding Application Code in a form suitable for, and under terms that permit, the user to recombine or relink the Application with a modified version of the Linked Version to produce a modified Combined Work, in the manner specified by section 6 of the GNU GPL for conveying Corresponding Source.
https://www.gnu.org/licenses/lgpl-3.0.html#section4
In order to be compliant, you would have to also ship linkable object files of the proprietary application code alongside the executable.
oh no, you can definitely pet bears
I strongly second Mortal Shell, I really love its gameplay and art direction
stop dismissing performance questions
I did not dismiss it, I said measure the performance yourself.
Performance matters, learning about performance matters
Which is why I said you should measure performance. It’s no use waffling about unmeasurable performance gains.
Did they ask if they should optimize, or did they ask which one generates more performant assembly?
To be pedantic, GDScript is an interpreted language, and does not generate bytecode or assembly. This means that the code performance is highly dependent on runtime conditions, and needs to be measured in the place where it’s used.
Maybe they already measured and already knows this is a bottleneck.
If they already measured, then they would know which one is faster, because they measured it.
I swear half the reason every piece of modern software runs like shit is because nobody bothered to learn how to optimize
This is unrelated to what I said, which is “you should measure your performance to see what you need to optimize”.
There’s tons of little “premature” optimizations that you can do that aren’t evil.
And all of these optimizations are just as effective after you measure them to see if they’re needed, and they’re no longer premature.
Estimating time complexity and load size
Accurately estimating the performance impact of a design choice means the optimization is no longer premature. The rule-of-thumb is about using optimizations without taking appropriate time to their overall performance benefit. The particular question asked by the OP is very very unlikely to have any significant performance impact at all, unless it’s in an extremely hot loop running millions of times per frame, at which point you should measure it to see which one is faster in your use case.
Rule #1 of programming: Write good code first, then measure performance.
I wonder if they’ve fixed the Radeon 7000 bug where you have to manually set the latency compensation
https://www.reddit.com/r/ValveIndex/comments/14nhnp5/7900xtx_steamvr_motion_sickness/
That boy? Albert Einstein.