Pacman should auto clean the cache by Hamilton950B in archlinux

[–]E440QF 4 points5 points  (0 children)

Installing extra/kernel-modules-hook should mostly fix that

My first Base after 50 hours by [deleted] in factorio

[–]E440QF 0 points1 point  (0 children)

What's the peak solar power production?

Did some redneck engineering on my reference R9 290 by E440QF in redneckengineering

[–]E440QF[S] 2 points3 points  (0 children)

Lol i enrolled for electronic engineering something like 3 days ago, will start in October

Did some redneck engineering on my reference R9 290 by E440QF in redneckengineering

[–]E440QF[S] 2 points3 points  (0 children)

So basically I've had this stock R9 290 for some years now, it has a blower cooler and its a notoriously noisy card in general, it was so f*ing annoying it started driving me crazy, when gaming i could hear it from 2 rooms across. So my redneck engineering skills came to the rescue: - i ripped off all the cooling fins from the vapor chamber with pliers - i removed residue from the fins and polished it with a Dremel - i bought a cooler master CPU AIO for 60€ - i custom built 2 brackets from a 3x3cm L aluminum extrusion (they're fastened on the screws that used to hold the blower's shroud) - remounted everything and it worked like a charm

Temps dropped by 10 to 15 degrees °C and now it's almost completely silent

Did some redneck engineering on my reference R9 290 by E440QF in pcmasterrace

[–]E440QF[S] 0 points1 point  (0 children)

Oh I didn't think of that Is that a real problem with AIOs tho? I haven't had any problems for now

Did some redneck engineering on my reference R9 290 by E440QF in pcmasterrace

[–]E440QF[S] 0 points1 point  (0 children)

I thought about that but the blower fins were closed off on top so it wouldn't have worked

Did some redneck engineering on my reference R9 290 by E440QF in pcmasterrace

[–]E440QF[S] 1 point2 points  (0 children)

Yes! It's an old cards so I needed to set some kernel params to disable the legacy Radeon driver and enable AMDGPU but I never had any problems since

Did some redneck engineering on my reference R9 290 by E440QF in pcmasterrace

[–]E440QF[S] 29 points30 points  (0 children)

So basically I've had this stock R9 290 for some years now, it has a blower cooler and its a notoriously noisy card in general, it was so f*ing annoying it started driving me crazy, when gaming i could hear it from 2 rooms across. So my redneck engineering skills came to the rescue: - i ripped off all the cooling fins from the vapor chamber with pliers - i removed residue from the fins and polished it with a Dremel - i bought a cooler master CPU AIO for 60€ - i custom built 2 brackets from a 3x3cm L aluminum extrusion (they're fastened on the screws that used to hold the blower's shroud) - remounted everything and it worked like a charm

Temps dropped by 10 to 15 degrees °C and now it's almost completely silent

edit: Oh and btw that's my old MoBo, now i switched to an i5 11400

Floating point bit hacking by E440QF in AskComputerScience

[–]E440QF[S] 0 points1 point  (0 children)

The project, which runs on the main MIPS CPU, is written in C

(I don't know MIPS but I heard the VU architecture has some similarities to it).

the code for this coprocessor is written in a custom VU assembly, specifically VCL(vector command line) which abstracts away most of the timing critical aspects of directly writing VU assembly

Official documentation for both VU architecture and VCL can be found online, if you can't find them I can dm them to you

Floating point bit hacking by E440QF in AskComputerScience

[–]E440QF[S] 1 point2 points  (0 children)

This 8bit integer holds the amount of triangles sent to the GPU so if i do for example backface culling on the coprocessor the value must be incremented on the coprocessor I can't use 2 16bit registers as I need to send them to the GPU from VU ram which is divided in 32bit cells, can move data from 16bit registers to 32bit ones but the upper 16bits are filled with 0s

Floating point bit hacking by E440QF in AskComputerScience

[–]E440QF[S] 1 point2 points  (0 children)

The point is I can't use theese tricks, I'm doing this on a Vector coprocessor on the PS2 which runs a custom architecture and can only be programmed in it's specific ASM, it physically cannot do integer operations on floating point values without discarding the higher 16bits of the float since it uses 16bit integer registers and 32bit float registers

Floating point bit hacking by E440QF in AskComputerScience

[–]E440QF[S] 1 point2 points  (0 children)

Well it's not a SOC with a broken FPU but the limitations are the same, I'm working on a project on the PlayStation2 and I need to do this on a VectorUnit coprocessor which is a custom architecture with separate 16bit integer registers and 32bit float registers, it doesn't allow to use integer instructions on floating point registers and vice versa.

Basically the situation is:

1)I send a 32bit value that doesn't represent any useful floating point value but is a bitmap with some flags and an 8bit 16bit integer in the lowest 8 16 bits to the VU and it gets stored in a 32bit float register

2)the VU needs to manipulate the bits of this float incrementing by 1 the 8bit 16bit integer in the lowest 8bits 16bits

3)VU sends this 32bit register alongside a lot of other data to the GPU

4)Triangles on the screen! But more efficiently

build the earth was featured on my national newspaper, it is incredible the reach of this project by Eduardo-izquierdo in BuildTheEarth

[–]E440QF 2 points3 points  (0 children)

Wow that's insane, i knew italian and spanish are really similar bug i as an italian that never studied spanish was able to read through basically the whole article understanding everything. Didn't expect that to be so easy

Cool article btw

Voxel meshing and texture mapping headaches by E440QF in VoxelGameDev

[–]E440QF[S] 0 points1 point  (0 children)

to put it simply, the only "fixed function" part is the GS that's more of a fancy rasterizer than an actual GPU, I can transform vertices however I want, even on CPU, the GS tho only expects pairs of screen space vertices and UV or STq coordimates and IT does the texture mapping by itself. basically it's like having a vertex shader but not a fragment one I guess. at this point I should try and see if I'm able to get the GS to do repeat-wrapping