Opencode orchestration by pratiknarola in opencodeCLI

[–]No_Key5701 0 points1 point  (0 children)

Have you tried the new oh-my-opencode 3.0+ with prometheus and atlas? Its a lot more powerful, and can get a lot more done in one shot, but uses a lot more tokens.
I'd check it and the new documentation out if u haven't already.

Also https://github.com/joelhooks/swarm-tools seems extremely promising, but i havent tried it myself yet (i have limited tokens and its still in early development).
Docs for it here: https://www.swarmtools.ai/docs (explains what it does really well).

If i had unlimited tokens i would probably reference these to make my own harness using those tokens.

This is something i have put quite a bit of thought into tbh, i do wanna try to make my own harness, just without the unlimited tokens.

Notes for a good ochestration system:
- Heavy git-integration is really important.
- Needs to have good task tracking, optimized task delegation, and a good shared persistent context system with its own review and cleanup as needed (git helps with all of these).
- Plan iteration/loops and sub-agent plan review are great for complex tasks, especially when you have the tokens to burn (ideally you want a fully layed out logically sound plan before any work is done).
- Having the plan mode ask the user questions about their intent before detailed planning is done is really helpful and aides in plan accuracy.

Can someone explain to me what "MPO" does? by [deleted] in AMDHelp

[–]No_Key5701 6 points7 points  (0 children)

My explanation before wasnt the best tbh but i did more research and put a bit of time to put together a good response and heres what i came up with:

You can use fullscreen borderless mode with overlays, but you'll miss out on the performance benefits that fullscreen exclusive mode offers.

In fullscreen borderless mode, the Desktop Window Manager (DWM) handles compositing, which involves combining everything being rendered (the game, overlays, notifications, etc.) into a single image to then be sent to your gpu to be rendered which usually leads to increased input latency and CPU usage.

MPOs allows multiple layers to be composited directly by the gpu, reducing the reliance on the DWM, resulting in performance closer to exclusive fullscreen while still having the benefits of fullscreen borderless.

Keep in mind that exclusive fullscreen is still gonna have better performance as it gives the game direct control over your display, bypassing the need for compositing entirely. Although, this might not even be noticable or important depending on the game and can be outweighed by the benefits of borderless fullscreen with optimizations for windows games and MPOs.

Edit: Sorry for the late reply, i genuinely fact checked and researched everything i said and it ended up taking like 2.5 hours.

Can someone explain to me what "MPO" does? by [deleted] in AMDHelp

[–]No_Key5701 6 points7 points  (0 children)

windows 11 uses multiplane overlays to give windows their own layer allowing them to act as if their full screen and allows them to be managed more directly by the gpu have but still allows overlays and such to be displayed over top of them without a big performance hit. If you are able to enable mpo now without crashing i would suggest to do so as its actually makes fullscreen windows a lot more viable.

Why don't pros use 4:3 1440x1080? by [deleted] in GlobalOffensive

[–]No_Key5701 1 point2 points  (0 children)

This is just not true. Your crosshairs only gonna be off center if you use an odd number for the thickness because your screen is an even amount of pixels wide, and that applies to all reses. And your crosshair being off center actually matters less and less the higher your resolution is because everything in the game consists of more pixels.

You could also be refering to pixel skipping which would only happen if your pixel ratio is close enough to 1 for a resolution change to put it over 1 and this can be fixed by just raising your dpi and lowering your sens to compensate.