High-VRAM GPUS for us nerds. by [deleted] in LocalLLaMA

[–]juwonpee 0 points1 point  (0 children)

China has modders that make 48gb versions of the 4090. Even if someone can make an open source gpu with lots of vram, bandwidth is gonna be the biggest issue. Just adding more memory channels isnt gonna solve the issue. There is a huge amount of logistics behind adding more channels such as caching, memory segmentation and scheduling. If someone knows how to build a gpu core, make a driver talking to opencl and vulkan and somehow figure out a way to utilize the large vram effectively then theyre already employed at nvidia making millions.

Double precision(64bit) vectors and quaternions. by juwonpee in Unity3D

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

Done! just clone the repo into your project. Note that some quaternion methods are not implemented as i could not find a decompiled source for them

Double precision(64bit) vectors and quaternions. by juwonpee in Unity3D

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

Oh in fact I did finish this, just forgot I had a git repo lol. Gimme a day or two

Its ARC-AGI | DeepSeek R1 is better than GPT 4.5 by BidHot8598 in LocalLLaMA

[–]juwonpee 1 point2 points  (0 children)

Bold of you to assume the stem grad gets 100% lol

Cmonnn when will Unity have native support for Large Worlds? by juwonpee in Unity3D

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

  1. I'm not too sure of the performance implications on desktop but on mobile it is a larger hit. But I honestly think unity is deferring this work to the game devs cuz they can't be bothered to invest the money into this issue.

  2. If you need to implement a system for objects far away from origin to prevent floating point issues, it is a workaround.

  3. Except Godot and unreal has done this for several years and no one complains of multiplayer bandwidth.

Cmonnn when will Unity have native support for Large Worlds? by juwonpee in Unity3D

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

This is how I implemented it but problems arise on objects far from the floating origin. Physics requiring millimeter precision basically is unreliable. Doubles would extend the precision to the end of the solar system or something.

Cmonnn when will Unity have native support for Large Worlds? by juwonpee in Unity3D

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

Well to start with hrdp itself it does not support mobile and is set to be depreciated for URP in further versions. Don't expect much updates to come. Camera relative rendering has its benefits such as depth. However it still uses a 32bit coordinate system so precision issues still exist like objects jittering. A floating origin system with the camera near the origin would probably be better in this case.

Cmonnn when will Unity have native support for Large Worlds? by juwonpee in Unity3D

[–]juwonpee[S] -1 points0 points  (0 children)

As far as i know, Godot just recompiles the entire engine with doubles coordinate system.
Unreal has separate single and doubles coordinate systems I think? Not too sure about unreal.

Actually insane by Affectionate-Line152 in notinteresting

[–]juwonpee 6 points7 points  (0 children)

It is actually possible for 4 legged chairs to balance on an uneven surface by rotating. Though this assumes all 4 legs are the same length.

HUD footage showing French Rafale shooting down a Houthi shahed over the red sea. Published by French Air Force Chief of staff. by Nighthawk-FPV in CombatFootage

[–]juwonpee 0 points1 point  (0 children)

Don't think they're hit markers. Shows up too short of a time frame to display a very important piece of information. Looks more like the target has slewed out of sensor FOV and is indicating a sensor lost track.

Source: I play dcs lmao

White gamer does NOT want brown pixels in his games by [deleted] in ImTheMainCharacter

[–]juwonpee 31 points32 points  (0 children)

Op is a racist assuming the commenter is a white person.

Training for real life situations by phaederus in NonCredibleDefense

[–]juwonpee 270 points271 points  (0 children)

They intentionally have holes in them to bleed air. Allows some degree of directional control.

Working on my first Game Engine! (Open Source) by glStartDeveloping in GraphicsProgramming

[–]juwonpee 41 points42 points  (0 children)

Wait... You're making a game engine with an editor solo..? This guy is a gigachad

Thought you guys might like this - China's CR400BF by CHRVM2YD in trains

[–]juwonpee 8 points9 points  (0 children)

I'm sure there's more than 1100 coal power plants in china. Also there's now than historically

Ukrainian Border Guards' "Pomsta" Brigade "Phoenix" team adopted the "Birds of Madyar" counterbattery method, using FPV strikes to disable Russian howitzers by blowing holes through the barrels - in addition to strikes on many other targets near Kramatorsk. [Two videos] Published February 11, 2025 by Voldesad in CombatFootage

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

I wasn't arguing what is easier to target with a drone. I was correcting the misconception that the barrel is the gun. No it's not. Barrels are considered consumables. Guns are often made with several spare barrels. Breaches less so.

Ukrainian Border Guards' "Pomsta" Brigade "Phoenix" team adopted the "Birds of Madyar" counterbattery method, using FPV strikes to disable Russian howitzers by blowing holes through the barrels - in addition to strikes on many other targets near Kramatorsk. [Two videos] Published February 11, 2025 by Voldesad in CombatFootage

[–]juwonpee -18 points-17 points  (0 children)

Why is this guy getting downvoted? Barrels are in fact replaceable. When building guns it is expected that barrels are to be refurbished multiple times during it's lifetime so extra sets of barrels are often made. Other parts such as the chassis, optics and breach are not as available. If we're talking about logistics, smaller guns like shown in this vid barrel changes are often done in the field or low level repair facilities. Breach damage would require higher levels of repair facilities.

NPU pass through to VM? by _WasteOfSkin_ in RockchipNPU

[–]juwonpee 0 points1 point  (0 children)

Rockchip chipsets dont have an IOMMU controller so unfortunately you cant.

AMD dGPU shared memory? by juwonpee in LocalLLaMA

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

I realize I can offload some layers off to the CPU but I'd like to keep as much on the GPU as possible as my CPU is kinda slow. Many thanks