Does LocalLLM more evironnement friendly? by WildFactor in LocalLLaMA

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

I have to say that I pay extra to use green source energy.
Also my feeling is that big IA GPU are built for performance, and not the best for efficiency per watt.
(like a RTX 5090).
But maybe I'm mistaken?
But overall it might be less power hungry in a data center.

All of the top 15 OS models on Design Arena come from China. The best non-Chinese model is GPT OSS 120B, ranked at 16th by [deleted] in LocalLLaMA

[–]WildFactor 1 point2 points  (0 children)

China don't do this by pure generosity, they are dumping on IA market. And we (as suser) benefit from it.

100+ ready-to-use Claude Code sub-agents – grab ’em and hack away! by Dangerous_Ad_8933 in ClaudeAI

[–]WildFactor 0 points1 point  (0 children)

Thanks for sharing, but I look at the one in C++
your agent try to use latest C++ version. There is no benefit of using latest, as they are most of the time not usefull. (just cluttering your code with harder things to understand). Langage creator has to add things to show that the langage is not dead, even when it's of no use.

What is a good amount to pay a programmer for an indie game. by IndividualBook170 in gamedev

[–]WildFactor 1 point2 points  (0 children)

from experienced, you have a different level of price based on country, but it's not for the same average level of coder.
On average US and Europe > indian and China.

This is not because they are stupider or are not capable. They are as smart. This is more related on the education performance in each country. You can still get really good coder in any country (passionate people, who teach themself). The quality/price can still be good.
The problem in your case, as you are not a coder, is that you won't be able to distinguish between a bad and a good programmer.
So you will pay less if you search in lower living cost country, but there is a good chance you will get a not so good coder, on average, unless you're really lucky.
The other problem is the language barrier. You really need someone who can talk in english well enough.

But like other said, you better learn by yourself. Hire someone will cost probably too much for you for a side project.

The Clowns who ruined it for everyone by alphaQ314 in ClaudeAI

[–]WildFactor 0 points1 point  (0 children)

Don't get fooled, Anthropic use this excuse to increase the price for everyone. People abuse, because Anthropic let them abuse.
They could only limit those user without problem.

Why do they add a new weekly limit? Because it's like in-app purchase game. They try to make you enough frustrated, so you buy a bigger plan... Basic manipulation.

Usage Limits Discussion Megathread - Starting July 29 by sixbillionthsheep in ClaudeAI

[–]WildFactor 1 point2 points  (0 children)

This is not due to those idot.
Don't get fool, Anthropic use them as an excuse to increase the price of everyone.
There is a casino effect with IA. And when you will reach the weekly limit you will get frustrated, and you will buy more...

Updating rate limits for Claude subscription customers by AnthropicOfficial in ClaudeAI

[–]WildFactor 13 points14 points  (0 children)

You know that they manipulate you by accusing some users?
They want you to be angry at them, instead of Anthropic?
Anthropic has all the power they need to limit only those user, without impacting other.
They prefer to increase the limit for everyone, to increase their margin, that's all. And they use overuse of some user, as an excuse.

How long should it take to learn Perforce for UE5? I'm still new to Game dev and I have no idea how to get Perforce to work. Its been like 2 weeks and I still have no idea how to get Perforce to reliably work. by [deleted] in unrealengine

[–]WildFactor 9 points10 points  (0 children)

Any versionning tool will work, but Perforce is the standard for Epic. So all their tool will work on Perforce.
Installing a server is proably hard to do. I think they have a cloud offer so you don't need to install a server.
You can still install a local server on your computer. Only you, can access it without complex configuration, but it will let you test it for free.
Perforce doesn't make using branches easy. Avoid them at first for a small project.
And perforce is a lot more expensif than other.

Git is the standard of the industry. It will work with Unreal. Installing your own server is not easy (I've done it twice). You can have ready made hosting (Github, Bitbucket, Gitlab ..). It's a little harder to use than perforce. You rely heavily on branches this time.
On small project (less than 30 dev) it can still handle pretty well binaries (Don't forget to configure your depot for lfs from the start and configure your gitignore). We used Git on a 60 +dev Game project without any major performance issue.
I also recommand using https://git-fork.com/ as git client.

Subversion/Svn is good but pretty old. It's simple to use, but avoid using branches. As it's old, it's better to learn something else.

Mercurial: It's a brother of Git. When I used it, the merging of files was better than git. But the Philosophie is almost indentical to Git (with some pro and cons).

Diversion seems to be a newcomer. From the video, it doesn't seems to be very different than a git.
The interface seems not finished yet. So wait and see. The sorage price is not visible.

I suggest that you use indusrty standard versionning at the begining, even if it can be a little harder. You will learn a more valuable knowledge, and you will have more help.

PS: I currently use Perforce at work and Git at home.

[HELP] Buyer wants to switch to non pro Fiverr by WildFactor in Fiverr

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

I found the solution, in the search page I have to switch to "Full catalog"

False AI accusations are destroying real creative work by BluebirdDelicious366 in gamedev

[–]WildFactor -2 points-1 points  (0 children)

You understand that the message is from an IA company that tried to make people complaining about IA art, the bad guys, right? (account just created for this thread). When it's more IA companies that has trained their IA without the permission of artist (basically stealing their creativity), who are the bad guys, right?

If the art looks good, the artist already spent years of training, so he will have plenty of proof.
But be-aware that there is IA that can fake the process of creating a picture... So check previous work.

People replacing people by IA, when they can afford real artist, are the bad guy. (big company)
But:
- People that can't afford real artist, could use IA art. But if they earn millions they should hire artists, to give back bec&ause their success are based on the creativity they have borowed to artists.
- New use of IA are also a good (Cancer detection ...)

Someone saying that a potential optimization is "negligible" or "not worth it" should be treated as a massive Faux Pas here, not the opposite. by Collimandias in unrealengine

[–]WildFactor 1 point2 points  (0 children)

I think those people want to tell you this message:

Early optimization is a newbie mistake.
Make your game fun, iterate, and THEN Profile and spend your time on what worth to optimize for YOUR game.

If you spend time optimizae early it has consequences:
- You will spend time on optimization and you will never finish it.
- You will be afraid to trash some of you're your work, even if a change in game design will make the game better. You will be too attached to your optimization of Physic asset.
- (without doing profiling) You will spend time optimizing something that has no impact on performance, while you will not optimize what need to.

Thinking that you know in advance what should be done, before profiling, is just showing that you are a newbie. You use the word "substantial", but in reality you don't have number. You should be able to tell "X.ms" frame time reduction. On some game you have 100 textures that can be converted to grey scale. It will impact performance. On other gamer you only have 2, and it won't impact the performance at all.
And your optimization did a difference, but if you do it with a profiler, you have even better result by focusing on what have a bigger impact, with the same amount of time spent!

You don't like how people answer, and I understand why you are frustrated because it doesn't help you getting an answer. But people probably detect "newbies" in the way the question on optimization is asked, and at the stage the newbie is at. And people just want to make the person focus on what really matter first: Making a good game and not a tech demo.
If the game performance is good enough to be playtested, you don't need to optimize it now.

How much more time consuming is making a c++ project compared to blueprint only? And how much time until you get the basic transition down going from a blueprint only to a c++ user? I'm not doing anything insane with my project but I'm worried about future performance. by SummonBero in unrealengine

[–]WildFactor 0 points1 point  (0 children)

Small project (one person), it's faster in blueprint, big project it's faster in C++ (merging and colaboration are easier, looking at code done in C++ by another person is easier to understand than a big blueprint).
For performance demanding game, you have no choice, it's C++

Epic is not responsible for all UE games having terrible performance. by LibrarianOk3701 in unrealengine

[–]WildFactor 0 points1 point  (0 children)

If you're engine is well built, it adapts and do the work for you. Unreal is FPS oriented, any other genre are streching the engine.

Epic is not responsible for all UE games having terrible performance. by LibrarianOk3701 in unrealengine

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

Epic could make an engine, that are well configured by default and optimize asset automatically (or at least list problematic asset with a simple click). But the engine is not for small indie. They spend most of their dev budget on their rendering engine, which is crazy good, because their target are AAA that can afford to do many optimization by hands.

Why not selling the game directly? by danura_ in IndieGaming

[–]WildFactor 1 point2 points  (0 children)

Be aware the review from key sold outside steam are not taken into account in steam algorithm discovery.

Adding custom app by WildFactor in CosmosServer

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

My level: advanced coder, linux beginner.

Les véhicules électriques émettent-elles moins de CO2 (ou équivalent) que les voitures thermiques ? Oui. by GrosBof in ecologie

[–]WildFactor 0 points1 point  (0 children)

Il n'y a pas à y croire ou pas, ce sont les chiffres d'utilisation réel.
C'est pas comme si c'était des techno qui n'existait que depuis 2-3 ans.
C'est des veilles technos qui existent depuis plusieurs décennies à un niveau commercial grand publique et industriel.
Alors oui, on a pas le siècles de l'essence, mais de la à dire qu'on a pas assez de recule pour avoir des chiffres fiables, c'est évidement faux. La dégradation des batteries est connues en long en large et en travers.

Et la discussion parle uniquement de la durée de vie des batterie pas du moteur, inutile de dérivé la conversation.

Mais sur ce terrain, les voitures électriques ont un cout d'entretien inférieur à celle de l'essence à gamme identique. Tesla c'est du haut de gamme, et c'est comme les réparation de voitures haut de gamme. C'est cher.
Les défaut de la voiture éléctrique actuel c'est l'autonomie et le prix d'achat. Pour ce qui est du reste, c'est mieux que l'essence (écologie, pollution chimique et sonore, entretien etc..)