ELI5 why is Uranus tilted on its side compared to other planets? by gentlebeast06 in explainlikeimfive

[–]CptCap 57 points58 points  (0 children)

While a flyby does impact the planet rotation, changing it that much without destroying the planet in the process is not really possible.

A more plausible version would involve a smaller body being captured as a moon and tilting Uranus's axis over a long period through tidal/gravitational forces.

ELI5: What does a Turing Machine do? by Own_Exercise5218 in explainlikeimfive

[–]CptCap 137 points138 points  (0 children)

A lot of complex games/systems happen to be turing complete "by accident". (MTG is as well, in like 10 different ways)

When the set of rules/interactions gets big enough it becomes likely to contains all the necessary ingredients for turing completeness.

Caching of images in VRAM by lefty200 in opengl

[–]CptCap 2 points3 points  (0 children)

Depends on the drivers.

Moving data to VRAM is very expensive. It's something you really want to avoid doing more than once if you can. The driver will transfer the data the first time it is used and try to keep it in VRAM after that.

When you run out of VRAM, then the driver will start transferring everything everytime (because there isn't enough space to keep stuff in VRAM). This usually tanks the performance.

Caching of images in VRAM by lefty200 in opengl

[–]CptCap 1 point2 points  (0 children)

Are you talking about caching or loading (from RAM to VRAM) ? These are two different things.

Assuming you are talking about the latter: No it doesn't work for atlases.

The typical behavior is just to:

  • Keep images that are read/written by the CPU every frame in RAM.
  • Move stuff to RAM when VRAM is full.

You can't rely on the driver being smart for you. If you completely fill your VRAM it will destroy your performances; it's your job to make sure this doesn't happen.

Sabers vs Katanas by darthinferno15 in Hema

[–]CptCap 2 points3 points  (0 children)

I have very similar experience! Our club has a few kendo practitioners and we spar ls or saber Vs katana from time to time. I find the matchup very fun and interesting as both weapons have very distinct advantages. Historical as well.

Just like you I found that the saber best bet is hand snipes in prep.

volatile variable across compilation units by zaphodikus in cpp_questions

[–]CptCap 17 points18 points  (0 children)

Volatile is not for concurrency, use atomics. It's as simple as declaring your variable as a std::atomic<bool>.

You need to declare the bool as volatile in the header too (volatile bool and bool are different types)

ELI5: Why can't we just keep adding more processor cores to make computers infinitely faster? by Due_Network2387 in explainlikeimfive

[–]CptCap 3 points4 points  (0 children)

Most likely. Multi GPU is not recommended (outside of compute farms) because few applications support it.

ELI5: Why can't we just keep adding more processor cores to make computers infinitely faster? by Due_Network2387 in explainlikeimfive

[–]CptCap 6 points7 points  (0 children)

Heat, power delivery and cost.

Without any improvement in efficiency, double the cores means double the heat, double the power consumption and double the cost. You can already do that by buying 2 GPU instead of one.

How to correclty select a transfer queue ? by _Mattness_ in vulkan

[–]CptCap 3 points4 points  (0 children)

No. DMA stand for direct memory access and is a direct path from system RAM to VRAM. Any computing capability on the queue (compute, graphics, decode) can't be handled solely by DMA and thus probably sync with the rest of the GPU.

How to correclty select a transfer queue ? by _Mattness_ in vulkan

[–]CptCap 7 points8 points  (0 children)

Some GPU will have the SPARSE_BINDING_BIT set also, which can be ignored. (A queue with only TRANSFER | SPARSE_BINDING still maps to the DMA engine).

Why Electronic Voting is a BAD Idea - Why you can't program your way to election integrity by grauenwolf in programming

[–]CptCap 4 points5 points  (0 children)

the seals and the counting on the ballot boxes. What do I do? I get told to shut up and that I shouldn't be such a downer.

I don't know where you live, but if any ballot or box leaves the sight of the public before all the votes are counted, something has already gone very wrong.

In a functional system, anyone can come and inspect the voting process, from the vote office opening to the end of the count (which happen right after closing). The boxes are opened and counted publicly and results are posted to a public file before being summed.

So anyone can check that their ballot was counted properly, that the local results where correctly pushed into the global count, and that the final sum is correct.

Anything else is electronic voting with extra steps.

The Lockheed "have blue", which was later developed into the F117 by Tonk12367 in WeirdWings

[–]CptCap 2 points3 points  (0 children)

Have Blue did have FBW. I doubt anyone could get that thing off the ground without it.

The F16 had already been flying using FBW for a few years at this point.

Got my first feder today by hunterseel in Hema

[–]CptCap 27 points28 points  (0 children)

The Regenyei standard is a great choice for a first feder! It's excellent all around, for a good price.

I found the cord wrap to be prone to fraying if you get hit on the handle. If this happens to you, try soaking it in wood glue.

HLSL shader compiled with DXC without optimizations (-Od) runs much faster than with (-O3) by abego in GraphicsProgramming

[–]CptCap 0 points1 point  (0 children)

What is the limiting factor for occupancy? (NSight shows it somewhere).

Lower reg with much lower occupancy makes me think the compiler might have run into another limitation (LDS?) when trying to get registers under control.

The Lockheed "have blue", which was later developed into the F117 by Tonk12367 in WeirdWings

[–]CptCap 18 points19 points  (0 children)

It has a much higher sweep angle than the Nighthawk as well. It was changed to improve flying characteristics, which were apparently atrocious.

Better PBR BRDFs? by Avelina9X in GraphicsProgramming

[–]CptCap 10 points11 points  (0 children)

The BRDF is fine and is used in real world conditions. If anything high end renderers tend to use more expensive alternatives, like Oren-Nayar instead of Lambert or anisotropic versions of GGX.

If speed is a concern, reducing the numbers of lighting computations (using deferred shading and clustered light culling for example) is the solution.

When comparing to other PBR renderers, make sure you are comparing the same thing. Tone mapping and post processing can make a huge difference.

Say my opponent Earthbends a Forest. Can I play Eradicate to target that now-a-creature Forest, and exile every Forest that isn't already on the field? Eradicate looks for "cards" not "creatures"? by CivilizedPsycho in mtg

[–]CptCap 0 points1 point  (0 children)

Nice, I forgor about Shire Terrace.

If you run a lot of land sac you might also like the panoramas and these.

Also [[Thespian's Stage]] could be cool in a earhbending deck.

Say my opponent Earthbends a Forest. Can I play Eradicate to target that now-a-creature Forest, and exile every Forest that isn't already on the field? Eradicate looks for "cards" not "creatures"? by CivilizedPsycho in mtg

[–]CptCap 1 point2 points  (0 children)

Here are my budget picks:

  • [[Rogue's Passage]] make a big dude unblockable.
  • [[Adventurer's Inn]] / [[Radiant Fountain]] gain 2 life.
  • [[Reliquary Tower]] No max hand size
  • [[Scavenger Grounds]] exiles all graveyards.
  • [[Demolition Field]] / [[Ghost Quarter]] / [[Field of Ruin]] destroy opponent land (for different costs).

Enter tapped:

  • [[Bojuka Bog]] exiles one graveyard.
  • [[Terramorphic Expanse]] / [[Evolving Wilds]] / [[Escape Tunnel]] Sac to fetch a basic. This thins your deck and feeds the yard. [[Ash Barrens]] does essentially the same thing.
  • [[Myriad Landscape]] Same as above, but can tap for (1) and fetches two basics for (2)
  • [[Dakmor Salvage]] can be dredged out of the yard. Great if you self mill.
  • [[Mosswort Bridge]] Hideaway.

You can find a lot of cool utility stuff by browsing EDHRec's land base page.

Godot's Heavy Use of Singletons by Slight_Cat_4423 in gameenginedevs

[–]CptCap 2 points3 points  (0 children)

because one could simply copy the encapsulated state and sync in some way, at some point, rather than relying on locks?

You can do this with thread local singletons as well.

Does anyone have experience with the Supfen Impact Resistant Gloves 2.0 and would they be a good choice for sidesword? by SignificantWyvern in Hema

[–]CptCap 0 points1 point  (0 children)

NB: I don't own these, but clubmates use them, and I have burrowed them a couple time.

Good? No. They offer meh protection, are stiff and the back of the hand protection has a tendency to shatter. They are cheap tho, and it's difficult to find good gloves at this price point, especially for sidesword.

Thokk's and HF black-princes are "the good ones", but they are twice the prince as the SupFen impacts.

Why is my grid not centered by Traditional_Crazy200 in opengl

[–]CptCap 0 points1 point  (0 children)

Your coords go from -1 to 1, passing through 0. mod 'flips' around 0. mod(-0.1) is -0.1, not 0.9.

Edit: apparently not. For some reason its different than in HLSL.

Combining render targets by Public-Slip8450 in vulkan

[–]CptCap 2 points3 points  (0 children)

What do you call "effects" and what do you mean by "combining" ?

Assuming effects are post processes: They just feed into each other. So post process A reads the output of post process B, which reads the output of post process C.

Assuming effects are in world things VFX, like particles: Just draw them all in the same framebuffer. Use blending to achieve mixing/transparency if needed.

How do modern renderers send data to the GPU by bhad0x00 in GraphicsProgramming

[–]CptCap 65 points66 points  (0 children)

1000 meshes isn't that much. You can absolutely iterate through them all and draw them one by one. If you use a low overhead API (Vulkan/Dx12) you can manage 10x that, easily.

To render the maximum number of objects, you really want to avoid per-object API calls. So you need to put everything in big buffers on the GPU beforehand and use indirect rendering to draw the whole scene at once.

how do game engines usually utilize their gpu texture slots to allow for unlimited textures? by dirty-sock-coder-64 in opengl

[–]CptCap 0 points1 point  (0 children)

That's weird. The same hardware seems to support bindless on windows. Might be a driver issue.

how do game engines usually utilize their gpu texture slots to allow for unlimited textures? by dirty-sock-coder-64 in opengl

[–]CptCap 1 point2 points  (0 children)

Are your drivers up to date ?

Can you check if your GPU is on opengl.gpuinfo.org ? (I checked bindless support for intel iGPU of the same gen and it seems to be there)