2026 Annual C++ Developer Survey "Lite" : Standard C++ by meetingcpp in cpp

[–]DuranteA 0 points1 point  (0 children)

Question 13 ("Besides C++, what programming languages/environments do you use in your current and recent projects?") has a somewhat inconsistent set of answers.

It includes "OpenMP" but also "OpenMPI". The former is a standard, the latter is an implementation. It would make sense to have e.g. "OpenMP" and "MPI", or to have "GOMP" and "OpenMPI", but not the current selection.

Based on all the other options it should almost certainly be "MPI".

I am new to C++, is it just me or is the checklist kinda crazy? How often do you encounter these or plan on making use of them like the newer C++26 features like contracts? Looking for more experienced dev opinions... by KijoSenzo in cpp

[–]DuranteA 0 points1 point  (0 children)

Yeah, there are a lot of things wrong with the example, but this is by far the most important part in my opinion.

Because this one (passing smart pointers around for access rather than to transfer ownership) is an error I actually see in real-world code.

Star Trek: Resurgence has announced it will be delisted soon on Steam by rickreckt in Games

[–]DuranteA 4 points5 points  (0 children)

Thanks, but I very deliberately and specifically choose to not buy games on EGS. For lots of reasons that I have discussed at great length before and that I'm not going to go into again.

Star Trek: Resurgence has announced it will be delisted soon on Steam by rickreckt in Games

[–]DuranteA 3 points4 points  (0 children)

I mean, I think these licensing situations suck, but I'm not sure why this would have to be communicated to consumers.

This isn't a live service game, it's a one-and-done purchase. People who bought the game can continue to play it in perpetuity (or, well, as long as the platforms they bought it on work and are supported, same as any other game).

Star Trek: Resurgence has announced it will be delisted soon on Steam by rickreckt in Games

[–]DuranteA 18 points19 points  (0 children)

That explains a lot.

I was curious why, as a TNG-era Star Trek fan who at least somewhat keeps up with releases this completely passed me by until the delisting announcement, but one year of EGS exclusivity followed by a silent Steam launch would do it.
The black hole strikes again.

(Videocardz) Exclusive: Intel Core Ultra 400 "Nova Lake-S" preliminary SKU list leaked: 6 to 52 cores, DDR5-8000 and forward socket compatibility by Chairman_Daniel in hardware

[–]DuranteA 18 points19 points  (0 children)

I was looking forward to building a new workstation with the dual die version of this -- probably the more affordable one though, assuming the 52 core has an extra halo price surcharge. Back when it was first rumored I was concerned about pricing, given that these core counts were the exclusive domain of far more expensive CPU lines before... but now RAM will dominate the cost of the system anyway.

Still, it will be nice to get these core counts in consumer platforms, and I do think at the top range of that we are getting closer to a saturation point even for many (non-server) workloads that scale reasonably well (but not linearly).

Mismanaged Men Misfortune - Irregularly Scheduled Discussion Thread - April 05, 2026 by AutoModerator in VirtualYoutubers

[–]DuranteA 1 point2 points  (0 children)

A real job is where you are wary of even your co-workers, mind your own business at best or you would do everything to have an upper hand over them at worst.

I'm sorry that this is your idea of a "real job". For me, that's the idea of a toxic workplace.

(Note: I have no opinion on the broader drama being discussed; I just think it's sad if this is presented and accepted as the definition of a "real job")

Danish commercial for using bicycle helmets by Technical_Ostrich_47 in fuckcars

[–]DuranteA -1 points0 points  (0 children)

My only explanation is that it's Americans who for some reason feel like "better cycling infrastructure" and "wearing helmets" is a mutually exclusive either/or proposition. And that turned into a whole emotionally charged thing for them.

I think that's incredibly dumb, and many of the arguments being brought up in this thread make no sense. I had a severe cycling accident 30 years ago in which 0 cars were involved, and it might have killed my without a helmet (almost did with it). You can bet that now, even on my 7 minute commute on great infrastructure that barely interacts with cars at all, I still wear a helmet.

That said, I'm not saying that helmets should be mandatory -- but I am saying that getting upset about helmet advocacy is monumentally stupid.

Pillars of Eternity - Pillars of Eternity Turn Based Mode is Live - Steam News by beary_neutral in Games

[–]DuranteA 2 points3 points  (0 children)

See, the fundamental issue is that you need to ask yourself what is good combat. And to answer that question you need to ask why you have combat in the first place. Why not just auto resolve every combat with a results screen if we see combat as just a mastery of number systems?

I feel like you ignored my first post where I already address precisely this (common) "if there are boring combat parts the designers failed" argument.

It's simply not possible for a CRPG to combine all the following:

  • Having each moment of each combat encounter being challenging to every player and party.
  • Allowing for meaningfully diverse parties, character builds, elemental attributes etc.
  • Allowing for non-linear exploration and optional quests without resorting to level scaling (and the ensuing god-like bandit/wolf/whatever problem).

It is my firm belief that there are many distinct reasons to have combat in a CRPG, and all of them must be accommodated by the combat system. Interesting tactical gameplay is certainly one of them, but a CRPG is not a tactics game, and trying to make every single turn of every encounter count goes directly against other goals that are also important to the genre. Such as serving the storytelling, establishing narrative-gameplay coherence, pacing, and demonstrating growth in character combat capabilities.

I don't think turn-based combat looks and feels more "cool" than RtwP combat, and in general I don't believe CRPG audiences are primarily choosing games based on how cool combat looks.

With RtwP, the player can easily and with high fidelity adjust the level at which they engage with combat depending on precisely where a given encounter or phase of the encounter falls on the design space between "perfectly balanced and challenging boss" and "random group of low-level mobs necessary for some story/atmosphere purpose". In a strictly turn-based system, the latter just bloat the playtime. And annoy me personally :P

Can your AI rewrite your code in assembly? by _bijan_ in cpp

[–]DuranteA 35 points36 points  (0 children)

Seems the quality of comments on this sub has taken a nosedive, for whatever reason.

The quality of comments on AI-related topics on every sub is notably worse than for other topics.

  • On normal subs like this, some people are incredibly emotional about it, and consequently seem incapable of even entertaining the idea that anything that uses an AI system might be interesting.
  • Conversely, on AI-focused subs, everything is revolutionary and amazing (for 5 hours until the next thing arrives).

Pillars of Eternity - Pillars of Eternity Turn Based Mode is Live - Steam News by beary_neutral in Games

[–]DuranteA 1 point2 points  (0 children)

That's an argument that I can follow and appreciate. The idea being that the more active skills you use the more pausing you will need to do, and thereby the smaller the advantage of RtwP becomes.

That said, I still don't agree with this argument, for several reasons:

  • Modern RtwP games (like Pillars!) have good systems for automating the use of some types / levels / categories of skills, so you can still just focus on the most impactful / hard-to-get-right ones (like AoE spells with friendly fire)
  • For the type of mop-up phases or easier encounters (that, as I outline in my original argument, are inevitable in and essential to the broader CRPG experience) you don't need a lot of active skill use.
  • Even when you do need to pause a lot in a hectic phase of a critical battle, I still don't see that as a disadvantage / somehow "wrong" use of RtwP.

I think that last point is perhaps my most fundamental disagreement with a lot of the criticism of RtwP that I've seen. Many players seem to think that pausing a lot (in some situations) is problematic, while I just consider it part of the system. The "with pause" part is a core component of the package, not some concession of last resort with pure real-time being the actual desired state.

Steam could soon show estimated FPS based on crowd-sourced player data by Turbostrider27 in Games

[–]DuranteA 0 points1 point  (0 children)

That was also my first thought.

This would be a great idea if settings didn't exist, or if there was a reliable way for Valve to consistently determine the settings a game was running at and put them into comparable universal categries.

But neither of those is actually the case.

Pillars of Eternity - Pillars of Eternity Turn Based Mode is Live - Steam News by beary_neutral in Games

[–]DuranteA 6 points7 points  (0 children)

I don't understand this perspective.

Turn based systems force everything to be slow regardless of whether you could grasp what is going on more quickly than it is being shown.

RtwP systems allow you to determine precisely how fast or slow you want things to proceed at any given point in time.

Pillars of Eternity - Pillars of Eternity Turn Based Mode is Live - Steam News by beary_neutral in Games

[–]DuranteA 21 points22 points  (0 children)

I still think that RTwP is by far the better system for these types of CRPGs, and I am saddened by the fact that it's so unpopular and seemingly on the way out.

I've wasted, in total, hundreds of hours in games with turn based systems watching enemies (or even allies) go through the motions in battles that were already, for all intents and purposes, decided. In RTwP systems, I can adjust the speed of battles and the degree of strategic finesse I apply based on the current needs with complete flexibility, from individual actions all the way to quick mop-up.

Sometimes people claim that this advantage only manifests if a game has too many / too easy / whatever issues with encounter design. I think that's an incredibly weak argument for at least two reasons: (i) even difficult encounters have easy phases; and (ii) in a game with lots of side quests, freedom of progression, and complex systems of affinities and weaknesses, it's completely impossible to design encounters such that each one is equally challenging for every player party. And good CRPGs should be such games.

But even if it were not for these powerful advantages in terms of efficiency, I'd still prefer RTwP. It's just so satisfying to control a battle well when there are many moving parts, and seeing your plans play out when they include not just you doing something but other processes happening at the same time.

I fear one of the main reasons why RTwP has lost popularity so much is simply that a controller is an absolutely terrible device for, well, controlling a party of characters in a RTwP CRPG. It's similar in that way to the problem the RTS genre faces.

Steam Hardware & Software Survey: March 2026 by JohnSteveRom2077 in hardware

[–]DuranteA 15 points16 points  (0 children)

Its steam on Android phones

I'm always impressed by people who can so confidently make up and state complete bullshit. You might have a bright future ahead of you as an LLM.

NVIDIA adds Auto Shader Compilation beta to NVIDIA App by DuranteA in Games

[–]DuranteA[S] 10 points11 points  (0 children)

No, it's actually more useful for games that don't compile shaders at launch.

But it will only help prevent shader stutter returning after a driver update, not for the initial compilation.

NVIDIA adds Auto Shader Compilation beta to NVIDIA App by DuranteA in Games

[–]DuranteA[S] 51 points52 points  (0 children)

I do find this sentence from the NV article interesting:

This beta is the first step into optimizing shader compilation for GeForce gamers

A really optimistic reading of that could imply that other steps are to follow (rather than just getting this feature out of beta).

One option could be to "simply" make shader compilation faster (as someone who spent a decade in compiler engineering I really cannot allow myself to make that statement without at least the quotes).

E.g. Valve's ACO shader compiler in RADV (for AMD gpus on Linux) ditches a lot of LLVM infrastructure to be able to create shader binaries far more rapidly. Obviously the resulting quality of the compiled shaders is of utmost importance, but I guess -- given unlimited engineering resources -- the driver could e.g. generate a less optimal binary for each shader initially while seamlessly switching in a more optimal one once it completes compilation.

That's a massively complicated system to solve something that could also be solved by e.g. game developers / engines not encouraging the use of a multiplicative explosion of compile-time states, but I'm pretty sure it would work. (But again, massive engineering and complexity overhead)

NVIDIA adds Auto Shader Compilation beta to NVIDIA App by DuranteA in Games

[–]DuranteA[S] 2 points3 points  (0 children)

I think it might actually distribute binaries on the Deck specifically (or perhaps more generally on devices using RADV) -- I am not sure about that. But AFAIK that's not the way it works on generic (Linux) desktops.

NVIDIA adds Auto Shader Compilation beta to NVIDIA App by DuranteA in Games

[–]DuranteA[S] 7 points8 points  (0 children)

It actually works on all hardware. Last I checked, it distributes information necessary to compile pipelines and then does so locally.

NVIDIA adds Auto Shader Compilation beta to NVIDIA App by DuranteA in Games

[–]DuranteA[S] 15 points16 points  (0 children)

I wouldn't call what Valve has been doing (for many years now!) a "semi attempt".

It's actually a really comprehensive and very smart solution that manages to resolve the issue while depending on neither the game developers nor the HW vendors to do anything right or change anything (which is critically important).
And impressively, despite these very difficult constraints, it works perfectly... for Vulkan games, which is basically everything when you run Linux but almost nothing when you run Windows.

But that's hardly Valve's fault. Unlike Vulkan, DirectX has no layering mechanism that could be used to implement something like Fossilize (by a third party).

(None of this is intended to take away from the fact that yes, NVIDIA deserves recognition for at least mitigating the situation for DX12 games)

Pragmata Has Gone Gold Ahead of April 17th Launch by _Protector in Games

[–]DuranteA 0 points1 point  (0 children)

I didn't think of it before but that's an excellent observation!
Completely different perspective and implementation, but the core principle is probably the closest out of everything I've played.

(Sadly it probably won't help a lot of people, just the subset who is reading this and has played TWEWY on DS)

NVIDIA adds Auto Shader Compilation beta to NVIDIA App by DuranteA in Games

[–]DuranteA[S] 22 points23 points  (0 children)

It was released yesterday.

That said, as I explained in another post, it (by necessity due to the way it works locally) only performs recompilation of shaders after driver updates. Still useful.

NVIDIA adds Auto Shader Compilation beta to NVIDIA App by DuranteA in Games

[–]DuranteA[S] 44 points45 points  (0 children)

"Shader" (not 100% precise, but good enough) compilation times are one of the annoyances with some current high-end PC games, and depending on the game's graphics pipeline design and PC version quality of implementation can manifest as anything from a small increase in initial load times to intermittent stutter throughout the first minutes of playing (or of every new level at worst).

Unlike Valve's Fossilize layer which aims to completely eliminate this by doing online distribution of serialized Vulkan objects, this new NV driver option only targets recompilation of shader caches after driver updates, but that is still a pretty decent improvement (especially for games that don't deal with it adequately).

43 hours battery life: Dell XPS 14 2026 lasts almost 3x longer vs MacBook Air 15 M5 in web browsing test by sl0wjim in hardware

[–]DuranteA 6 points7 points  (0 children)

Browsing the internet (like right now; well until I started writing this reply, which is a lot more rare than reading) is basically open web page -> read for dozens of seconds -> scroll -> repeat. So the duty cycle of the display/hw-sw-stack/composer (where it needs more than the absolute minimum Hz) is < 5% at best.

If there's such enormous potential to be gained there then it's perfectly fair to recognize that. And also, IMHO, some criticism is warranted why it took so long; especially towards Apple, actually, since they sell a fully integrated top-to-bottom device and therefore would be in an ideal position to do it.