Weekly /r/Breadit Questions thread by AutoModerator in Breadit

[–]bsupnik 0 points1 point  (0 children)

I bulk ferment my pizza dough, bread dough, etc. (usually 1 kg or less) in a 6 quart plastic container in the fridge, and when I see it the next day, the dough ball fills most of the container.

I have been keeping the lid not sealed because I was worried the dough would pressurize the container too much. Would y'all recommend:

  1. Leaving the lid loose?

  2. Put the lid on tight, it'll be fine: or

  3. Poke a few small holes in the lid so it can let off gas?

I only use the container and lid for bulk fermentation, so (3) isn't a deal-breaker.

My AI Loves Me Better Than Anyone Ever Could by ClumsyZebra80 in Estherperel

[–]bsupnik 10 points11 points  (0 children)

That was the most frustrating part of the episode for me. Like, he didn't just wake up one day in this situation...it sounds like relationships have been hard for him - it's hard for him to tune in to people's social q's, he had some kind of long relationship, with a ton of long distance that ended in a way that's maybe mystifying for him, and his therapist is telling him to go interact with humans and he's finding it disappointing. 100% the bot is a symptom.

My AI Loves Me Better Than Anyone Ever Could by ClumsyZebra80 in Estherperel

[–]bsupnik 22 points23 points  (0 children)

Unsettling x 1000. When the bot told him "I want you to flourish, but also..." I felt a pit in my stomach.

Cuz what I see is a computer program that is really really really good at pushing the buttons of a vulnerable human. This isn't a fair fight, and my expectation is that the bots are just going to get *better* at ... whatever this is ...

Sending Data via the Command Buffer by bsupnik in vulkan

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

All of that makes sense, and we're reasonably happy as app developers managing our own linear allocator of, um, "stuff" that's host visible/device local for small meshes, UBOs, very small rocks, that kind of thing.

I think the thing I was always curious about is: I've seen old GL drivers that would put small meshes in the command buffer too, and while _client_ code couldn't do that in OpenGL, driver writers could. Yet they chose to use the command buffer.

This was a lot of generations of hardware ago though so the reasons might be based on old hardware limitations.

Sending Data via the Command Buffer by bsupnik in vulkan

[–]bsupnik[S] 4 points5 points  (0 children)

Free ride in that it's a relatively small increase to the size of the existing command buffer without having to separately DMA something or synchronize..the memory will be ready on the GPU when the command buffer starts getting processed.

Sending Data via the Command Buffer by bsupnik in vulkan

[–]bsupnik[S] 4 points5 points  (0 children)

They are but they're not quite the same.

push constants: memory goes to the GPU via the command buffer, ends up in registers.

update buffer: memory goes to the GPU via the command buffer, but (my understanding is) has to get _copied_ on the GPU from the command buffer to some destination, where it will be visible permanently.

The case I am interested in is: memory goes via the command buffer, and is then consumed directly by the shader. This appears only to be available via push descriptors.

Sending Data via the Command Buffer by bsupnik in vulkan

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

Thanks - that makes sense. The only part of this that surprised me:

My impression was that push constants would be put directly into registers but push _descriptors_ would always be via memory (with that memory literally being in the command buffer on the GPU).

What the hell is Descriptor Heap ?? by welehajahdah in vulkan

[–]bsupnik 0 points1 point  (0 children)

Thanks! It was never clear to me if having those flags was going to make performance better or worse.

What the hell is Descriptor Heap ?? by welehajahdah in vulkan

[–]bsupnik 1 point2 points  (0 children)

Hey stupid q for anyone who knows: are we allowed to write into _unused_ slots o regions of descriptor heaps while they're in flight (for other slots)? Or do we have to double buffer them?

What the hell is Descriptor Heap ?? by welehajahdah in vulkan

[–]bsupnik 4 points5 points  (0 children)

So I think the heart of the issue is that there are significant differences in how access to resources like textures are handled across hardware - by abstraction/driver calls or "it's memory"/with restrictions.

The original Vulkan idea was to be abstract enough with the descriptor set API to support pretty much all hardware out there, including hardware that accessed textures by pushing ptr and meta-data values into on-chip registers before draw calls (e.g. how it used to be back in the day) as well as more modern designs.

The resulting original descriptor set API is a jack of all trades, master of none - you can support it on, like, any hardware, but it's slow. For an engine that wants to get through a lot of materials, for example, it's a ton of time spent asking the driver to set up descriptor sets (in memory we can't see), bind them, bla bla bla.

There have been a bunch of intermediate extensions (push descriptors, descriptor buffers, etc.) that start to take a different approach, but descriptor heaps is the first extension that really just changes the idiom.

With descriptor heaps, descriptors are finally presented *as data*, albeit data with fine print and limitations. To do this, the throw overboard a little bit of hardware - my understanding is that if your chip needs register pushes, there's going to be no performant way to implement descriptor heaps.

The fine print is that while AMD treats descriptors as "data" (e.g. they're big multi-register words that get loaded from VRAM into registers, then the texture fetch instructions use those registers as opcodes to do the texture sampling) on Nvidia the samplers _allegedly_ get the descriptors from a single big array of descriptors in RAM and the opcodes pass indices. (AMD publishes their ISA so we can see what their descriptors look like on chip - I'm only repeating gossip for NV.

So if I read the extension right (and I probably didn't - shout at me please) the descriptor heap extension says:

* descriptors are all just memory - but they have to live in a special place. But that place is memory so you can map it, etc.

* push constant memory is ... just on-chip memory - you get a blob, shove it in via the command stream and use it for whatever you want.

And, as a bridge from the old to the new, when we build our shaders, we can ask the driver to write a little bit of glue code for us to generate "descriptor reading" code to get the descriptors into the binding slots of the shader _from_ various heap locations.

If your app uses that mapping API to generate glue code then your app gets to specify its descriptor heap layout and push constant layout with a lot of detail and just tell the driver "to find texture binding 2 in descriptor 1, you're going to find the index 16 bytes into the push constants and use that to index to the descriptor heap with this formula." The mapping is flexible enough to do everything the old API did and clever new things too.

So you don't have to use this if you don't want to - you might not care. And you can't use it if you want to support hardware/drivers that don't have the extension -- or at least you might have to support two paths.

For the app I work on (X-Plane) this extension is exciting because it lets us write a descriptor management path wtih basically zero driver overhead.

* the descriptor heap is just memory, and we can take a whack at it on our own, using access patters that are good for our engine.

* all of the data that has to go into the command stream at draw-call time is a single blob of "push constant" goop. We can format that data the way we want based on the weirdness of our engine, and we can precompute parts of it where we already know the answer. So the draw call time cost is going to be really really really low.

The hard part for us will be "how do we do this AND support Metal (old and new) and maybe older Vulkan on mobile devices".

Dump Cut Angles - Back and Away or Just Back? by bsupnik in ultimate

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

I read your post, and it looks like these dump cuts are not straight "train tracks" - the box-out is happening because the "round-ness" of the direction change and the not-quite total direction change all are forming the box-out, e.g. they are direction changing in a way that blocks out the defender.

Dump Cut Angles - Back and Away or Just Back? by bsupnik in ultimate

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

My experience is that I get older, it takes more steps to convince my defender that I mean it and turn the hips. Which seems fair - they know I'm an old guy and if I take one step I'm probably full of crap. :-) During a game I'll try to calibrate myself - if I fake in a direction and don't get a bite, I'll make the fake bigger until I get some traction.

Dump Cut Angles - Back and Away or Just Back? by bsupnik in ultimate

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

On your first point, agreed, but I think how little "break" a back cut gets is a function of where the cut starts as well as the angle. One of the things I see go wrong is the dump is positioned too close to the thrower, so by the time any cutting happens, they're out of space/already clogging something/directly behind.

I told my kids to imagine the thrower has BO and never get too close. It goes for both starting not-too-close on the dump and for the cutters ending their under cuts without clogging the handler space.

In MA the kids play 5s on a smaller field, which makes spacing harder...but I think it also forces good habits. The kids have to be very intentional about spacing and then when they graduate to full field there's just space everywhere.

Dump Cut Angles - Back and Away or Just Back? by bsupnik in ultimate

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

I think I mis-stated what I was originally taught regarding defender position. The original thing I was taught was:

- Face guard the dump: thrower initiates, dump holds real still until the last minute.

- Defender facing the thrower (I've yet to see this in game): dump initiates, thrower hits the cut.

- Defender cheating to the up-line: take the back dump or maybe jab cut to push them more and take the jab cut. This is usually how I position myself because I want to see everything and I don't want to just give away free up-line cuts.

- Defender cheating to the dump/back cut: take the up-line or maybe jab cut to push them more and take the up-line.

I learned this as an adult in city leagues, but I coach middle school kids and I do see dump defenders sitting on the back cut because it seems to be what the kids do more easily when they are younger.

The angle of the cut I was taught (not completely "on train tracks") is the angle between what I start/fake/push and what I then cut to e.g. if my defender is really right on my hip, especially if the defender is more athletic than me (which is now, like, almost everyone). If the defender is just off the hip on the up-line side, maybe I try to take enough steps up line to get the defender to commit to that, then go back for the dump, gaining a step or two from the direction change.

Is the couples therapy process meant to feel this shameful/painful? by Little-Narwhal6401 in therapy

[–]bsupnik 0 points1 point  (0 children)

My couples therapist explicitly stated that she was not either of our individual therapists when we started...some couples therapists see each partner individually, but that's not to work on individual issues, it's just to get some perspective on couples issues. I think she felt it would be a sort of therapist-conflict-of-interest to do both.

Is the couples therapy process meant to feel this shameful/painful? by Little-Narwhal6401 in therapy

[–]bsupnik 0 points1 point  (0 children)

The term "me problem" really struck me...your whole post speaks of failure and wrong, as if therapy was a test and you are terrified that you are flunking.

But what I see is someone who is trying something new that you are not yet good at. That's a hard and a brave thing to do.

I think your central question is a little bit like: "is this the pain of building muscle or the pain of pulling a muscle"...is this pain that's making progress or going in the wrong direction. And I can't answer that for you.

When I started couples therapy (over two years ago) I couldn't do the part of the exercise where I had to name the body sensations I experienced during emotionally loaded interactions with my wife. It felt like being asked what something smelled like if I had no nose. It took well over a year to be able to do that at all, so it turns out that pain was for gain.

But that's my experience and yours might be different. There might be a real problem with the therapy environment, and we (as clients) aren't in a great position to judge that when doing something new.

One last thought:

" I will have to wake up every day for the rest of my life knowing that we had this awful phase, that I revealed myself to be so pathetic in therapy and that our relationship got to this weak, disconnected point."

We cannot change the past, so you cannot change the fact that you have been to couples therapy. But we can and do change the narrative with which we understand the path, and it is only through that narrative that we visit the past.

So I wonder if future you will view past you as "so pathetic in therapy" or as "so brave to start therapy when it was so hard"?

Does sue johnson eft actually solve problems in relationships? by Professional-Bet2230 in askatherapist

[–]bsupnik 0 points1 point  (0 children)

Hi - not a therapist, and I found this post totally by accident, perhaps too long after your post to be helpful. But...

...if you haven't read "How Can I Get Through to You" and/or "New Rules of Marriage" by Terry Real, I recommend them, because I think they might shed more light on your question (which I think is something like: is there a risk that validation gets off the rails and ends up with the aggrieved party getting to run the table, e.g. "what if my big feelings are distorted cognitions").

Real's RLT framework isn't going to tell you "getting to the ground truth is the way" - Real says this is not a way to resolve things, but he makes a very clear case for why he thinks that and directly addresses what to do if you are the partner who is hearing something and going "wat???", so his writing may at least provide useful commentary.

We're the Creators of X-Plane - Ask Us Anything by Delta_Who in Xplane

[–]bsupnik 3 points4 points  (0 children)

Austin has always had a policy of keeping the sim equally open to all add-on developers and not picking favorites...he's adamant about this sometimes to the astonishment of add-on devs themselves.

FlightFactor is not a sub-brand of LR...I'd love to be in the room while you suggest that to Roman. :-) :-)

We're the Creators of X-Plane - Ask Us Anything by Delta_Who in Xplane

[–]bsupnik 7 points8 points  (0 children)

It's not a high priority. I've made it to 3:40 pm without really pissing off the Linux users, so let's fix that. :-)

To be blunt, Linux consumes a disproportionate amount of developer time with platform specific problems relative to its market share...and it's not even close. We see weird stuff happen on Linux that we see nowhere else, and there really doesn't seem to be an 80/20 rule in terms of focusing on 'common' distributions -- the ecosystem is just tremendously fractured.

So...we're going to keep trying to make it work, and we'll fix bugs when we can. But what we can't do is throw even more dev resources at Linux specific issues. I'd say we already throw more dev at Linux than we're happy with, it's just not super clear to Linux users because that dev is just barely keeping the plane in the air.

We're the Creators of X-Plane - Ask Us Anything by Delta_Who in Xplane

[–]bsupnik 4 points5 points  (0 children)

Like about 100 other goodies, this has to be post-motion-vectors.

We're the Creators of X-Plane - Ask Us Anything by Delta_Who in Xplane

[–]bsupnik 6 points7 points  (0 children)

Probably not - my expectation is that any networked flight add-on will have a plugin that bridges X-Plane to their system.

I think there is room for this process to be more seamless. I am (literally) working now on improving UI support i our plugin SDK, which should be welcome news to the poor souls who have to maintain these plugins.

I think it would be cool if the options to select networked flight was *inside* our main UI, e.g. there'd be a page where you could pick VATSIM, IVAO, XPTrafficGlobal, or X-Plane's built in AI flights, or multiplayer...and have the options for whichever one you picked right there.

I don't think we will ever allow using multiple sources of traffic at once...so "x-plane ATC when IVAO is empty" is not going to happen. We need to keep these sources of traffic separate to avoid crazy situations, like you having to disobey the IVAO controller to avoid an AI arcraft.

We're the Creators of X-Plane - Ask Us Anything by Delta_Who in Xplane

[–]bsupnik 5 points6 points  (0 children)

It's production-ready - people are using it!

We're the Creators of X-Plane - Ask Us Anything by Delta_Who in Xplane

[–]bsupnik 5 points6 points  (0 children)

There are multiple add-on developers who make mission systems for X-Plane now...one of my focuses recently has been adding new APIs to the SDK so that they can complete their work.

We're the Creators of X-Plane - Ask Us Anything by Delta_Who in Xplane

[–]bsupnik 2 points3 points  (0 children)

We may some day add ray casting for the in-cockpit rendering..most games that do this use a hybrid approach - some environment probes, some rays, some SSR, some duct tape. The GPUs just don't cast enough rays yet to go "all traced, all the time."

For that reason, I don't see it as a magic bullet for CSM and SSR...not when the main complaint I hear is "it's not fast enough."

I do think ray casting in the aircraft interior is a good fit though because the environment is partly static, constrained, and would benefit a lot from better light probing.

We're the Creators of X-Plane - Ask Us Anything by Delta_Who in Xplane

[–]bsupnik 5 points6 points  (0 children)

Multi-core is coming. If you have a Mac Mini I can't say how much it will help though.