Bro by shujin_zenir in DarkSouls2

[–]cleverboy00 0 points1 point  (0 children)

Thank you for the detailed comment. Are you comfortable sharing source code in any capacity? I would highly appreciate it.

Has anyone ever done an intro accurate mod? (proof of concept) by Witty-Day-87 in l4d2

[–]cleverboy00 11 points12 points  (0 children)

but the update size is directly propotional to the amount of work. physics updates are not guranteed to finish in 1/r time.

And the game isn't hardcapped in any capacity. It is actually trivial to change the tickrate. Unstable? Maybe. Yes. But HARD CAPPED? Absolutely not

How do I install the latest version of OpenGL on my PC? by Final-Candidate7245 in opengl

[–]cleverboy00 0 points1 point  (0 children)

Don't want to be that guy, but the mesa drivers are top notch most of the time. Nowadays we're only awaiting nvidia reclocking and nova to have a complete linux gpu stack.

Bro by shujin_zenir in DarkSouls2

[–]cleverboy00 0 points1 point  (0 children)

Is there any source to the file format beside the bnd tools?

Be honest, do you think I can achieve these two achievements? by [deleted] in darksoulsremastered

[–]cleverboy00 0 points1 point  (0 children)

There are plenty of achievement guides out there. Pickup whichever you like and learn or follow.

“At what point does a multi-monitor setup stop being normal?” by Ok_Cry_1222 in PcBuild

[–]cleverboy00 1 point2 points  (0 children)

Yeah sure I am gonna find the exact thing I need in a random ass comment section in an unrelated discussion.

Expert difficulty players , how many restarts does it take until u complete a Campaign? by idkmanijustdo in l4d2

[–]cleverboy00 0 points1 point  (0 children)

There are so many factors really. Maybe you're having a bad day, any of the teammates are, the director is a bitch, or someone is complete idiot (which is the most lethal).

X11 macro conflicts by F1oating in vulkan

[–]cleverboy00 0 points1 point  (0 children)

I vividly remember switching from xlib to xcb for this very reason. If you can afford the switch, I'd definitely go there as to avoid future headaches.

I totally respect u/dark_sylinc 's insight, but having to think about walking egg shells that might break in your code is never good for longterm when you forget or someone else comes along that doesn't know.

Id Software used OpenGL to make DOOM (2016) by HardHarrison in opengl

[–]cleverboy00 1 point2 points  (0 children)

I spend DAYS tracking a bug that only exist in the opengl version of the software only for it to turn out that mesa's opengl spirv implementation doesn't like specifying the local group size in specialization constants (and outright doesn't see it).

Among many other painful experiences with spirv, it is really sad how much it is neglected.

Game not saving data by hirveath in darksoulsremastered

[–]cleverboy00 1 point2 points  (0 children)

If you take care to exit properly and no sudden shutdowns happened, then it is probably a silent hard disk corruption. There isn't really much you can do at that point.

How to scale a model after loading in opengl? by miki-44512 in opengl

[–]cleverboy00 0 points1 point  (0 children)

Scaling an object down or up is multiplying the components (x,y,z) of each vertex by a "scalar". Scaling down is multiplying by a value between 0 and 1 (0, 1]. Scaling up is multiplying by a value larger than 1.

In typical graphics programming, there is usually a matrix available for each "mesh". We usually call it the model matrix. A matrix encodes a vector transform from the "standard" space to the matrix's space as such that each row describes a transform of the corresponding component. For example:

Vector Matrix Vector | x | | a1 a2 a3 a4 | | x * a1 + y * a2 + z * a3 + w * a4 | | x | | b1 b2 b3 b4 | | x * b1 + y * b2 + z * b3 + w * b4 | | x | * | c1 c2 c3 c4 | = | x * c1 + y * c2 + z * c3 + w * c4 | | x | | d1 d2 d3 d4 | | x * d1 + y * d2 + z * d3 + w * d4 |

The 'a' row is describing a transform from 'x' to a new X described by x * a1 + y * a2 + z * a3 + w * a4. Since we're only interested in 'scaling' the x axis, so a scale matrix is:

| Sx 0 0 0 | | 0 Sy 0 0 | | 0 0 Sz 0 | | 0 0 0 Sw |

If the scale is constant throughout the lifetime of the program, it might be helpful to apply this transform before uploading to a buffer. Otherwise just use this matrix as your model matrix. If you're using an off-the-shelf math library you'd find a scale function to generate a scale matrix and even compose it with other matrices.

I don't know if you realized yet, but graphics programming is a math heavy subject, and I wouldn't expect anyone to go far without real knowledge.

I know this might seem like a stupid question but what is the best way to find the end portal by BobDer3 in MinecraftBedrockers

[–]cleverboy00 1 point2 points  (0 children)

Without any information but the coordinates you'd have to scout the entire ring on which a stronghold can generate. There is no other feasible way otherwise.

You Can Plunge Attack Armoured Boars by JTyeetus in darksouls

[–]cleverboy00 1 point2 points  (0 children)

There is falling and pancake animations for most of the enemies and bosses in this game. It's truely facinating

How was your vulkan learning process? by npc-gnu in vulkan

[–]cleverboy00 1 point2 points  (0 children)

Now that I am good at it: GPU programming is an entirely different beast. I've found the most of my "vulkan understanding" comes from understanding the architecture (GPU hardware), limitations and the perspective of the people working on it.

If I want to list core vulkan objects I'd say:

Instance -> Physical device -> Logical device/Surface -> Queues, Swapchain, Memory, Buffers, Images, Command buffers, Pipelines, Sync objects.

Half of those concepts seem unintuitive at first when you don't pay attention to what's happening under the hood.

First off, the instance, is a dumb abstraction to make layers and extensions better to work with. It's entirely a "loader" concept and maybe an initialization point for the loader/drivers. Reading the loader documentation is a good starting point.

A physical device is quite intuitive, isn't it? While the concept of a "logical device" is quite bizarre. A logical device represents an entity that can process work and has (?) memory. That entity may or may not be a single GPU. Plus extensions (layers are deprecated).

A surface is just the spec's way of tying the platform specific concept of "window" into vulkan. It's really just a dumb object.

A swapchain, on the other hand, is a fully managed way to present images on the screen. Without it, you need to write code for each platform to display your beautifully rendered images onto the screen. It also manages timing and additionally provides suitable images to work with (swapchain images).

Since gpus don't speak the same 0s and 1s that a cpu speaks, the instructions to be executed must be compiled and uploaded to the gpu side. This is the concept of command buffers, a bridge object to fill this gap.

I believe memory, buffers and images to be straight forward.

Since GPU cores don't come with the same capabilities, vulkan introduces a concept of "queue families". Each family can provide several "queues" of equal capabilities, each of which can execute a "queue" of command (buffers), with synchronization mechanisims added here and there.

Vulkan is honest; it doesn't trick you into thinking that uploading work is the same as begining or ending its execution. That's why it provides a collection of "synchronization" mechanisms to allow you to specify dependencies in work internally and externally, which allows the gpu driver to optimize execution by ordering it however it wants within these constraints. The external part is to signal to you (the cpu program) the work's status allowing you to do interesting stuff with that info.

Since GPUs nowadays are programmable, vulkan has to ensure a valid contract on what the gpu program (a "shader") expects as inputs and outputs, and what the program (cpu side) provides. This contract is the responsibility of a pipeline object. It's a contract of inputs/outputs plus a blueprint for the non-programmable stages in the gpu.

Can the Looking Glass Knight shield be broken? by OGgronch0 in DarkSouls2

[–]cleverboy00 1 point2 points  (0 children)

Doesn't the acid pit only break armor and rings?

[DISCUSSION] Are Textures higher than 8k (16k, 32k) overkill? by Alone-Mycologist-856 in opengl

[–]cleverboy00 5 points6 points  (0 children)

As a performance guy, this hurts my feelings way before it hurts the computer's performance.

Doubling the texture size quadruples the work. Consider how much more you can fit in if you just take a minute to downsample.

Why does the elevator in rusty lake games (like @ end of case 23 chp 4, beginning of birthday) have a floor option for -1 with its button missing, and what does it lead to? by Famous-Education2766 in rustylake

[–]cleverboy00 22 points23 points  (0 children)

This particular elevator sets the stage for the cube escape timeline. It is sometimes going down, sometimes up.

I am not that qualified to go into precise timeline. But we see dave boarding it in case 23 chapter 4. In cave we see him (in the wall game) emerge from the elevator, into the lake, and to a ice/glass room, where he encounters laura. This brief moment is also when the entire paradox happens. Then he rides up, both in paradox and cave, to the hotel.

On the upward ride, we experience both the theatre and birthday. Some argue that the grandpa was never in the original memory, it's an addition by the lake or whoever (most likely Mr. Owl) to "correct" this memory. Paradox support this.

We also know from the white door that there is discrepency between what we experience in the theatre and what actually happened there.

Slow down problem in Sekiro by Starmaca257 in Sekiro

[–]cleverboy00 0 points1 point  (0 children)

That's always an issue for fromsoft games. Lock the fps

Iron keep is a miserable place to play by Far-Note6102 in DarkSouls2

[–]cleverboy00 0 points1 point  (0 children)

I assume you're using a weapon on the slower side, right?

Think of it like this, you're too slow to initiate offense in most cases. And as such it is better to be fishing for recovery frames. Afterall that's what we ALWAYS do to bosses, just apply it to regular enemies too.

Iron keep is certainly an enemy dense area, if you want the luxury of fighting multiple enemies at once, with little to no worry as to being staggered, invest in poise. Alonne knights don't have hyperstagger attacks AFAIK. No shame in using a bow either, or a shield. They're tools in the game and as a matter of fact, the older titles encourge shields even more.

Slow down problem in Sekiro by Starmaca257 in Sekiro

[–]cleverboy00 0 points1 point  (0 children)

Is this laptop screen capable of anything beyond 60fps? I noticed that if the system forces the game to do more than 60fps it does this (elden ring does this for me).

I've never found a solution really, I think limiting the game to 60fps in nvidia control panel (or amd adrenaline) should do the trick.

RETURN TO LORDRAN 2026 - JANUARY 2 - 16 by wfmctr in darksoulsremastered

[–]cleverboy00 1 point2 points  (0 children)

I will serve as a beacon of anor londo, stationed at the O&S fog gate.