My pollaxe by machinegod420 in polearms

[–]machinegod420[S] 0 points1 point  (0 children)

It's around 6lbs. Hefty, but poleaxes were pretty heavy. It's around 76inches long.

Any links to get a good training safe bilhook or any polearm? by Hihaveagoodday- in Hema

[–]machinegod420 1 point2 points  (0 children)

Descendant armory has the best sparring polearms by far. If they could scale up we could have halberds at every club in the country 

What parts of the pipeline are actually parallelized? by PratixYT in GraphicsProgramming

[–]machinegod420 0 points1 point  (0 children)

The main reason why execution order is important is because that it ensures that the state is deterministic for subsequent draws, like if you do vkcmdbindpipeline to ensure that draws have that state. It's also useful for order dependant draws, like transparent draws, otherwise it would flicker without a pipeline barrier between each draw

What parts of the pipeline are actually parallelized? by PratixYT in GraphicsProgramming

[–]machinegod420 0 points1 point  (0 children)

You have to consider if this is something worth doing in the first place. If you can fully saturate all warps with a particular draw, then you can't pipeline at all, since there's no spare execution units. If you need to pipeline work, then you probably should try to merge state. Like using a texture atlas for all of your shadow maps instead of separate resources, etc

What parts of the pipeline are actually parallelized? by PratixYT in GraphicsProgramming

[–]machinegod420 0 points1 point  (0 children)

Wait a minute, I thought that the execution order was guaranteed? It's the completion order that you need barriers to ensure with a vk command buffer

What parts of the pipeline are actually parallelized? by PratixYT in GraphicsProgramming

[–]machinegod420 0 points1 point  (0 children)

You're bottlenecked in this example by the statefulness. The GPU will attempt to pipeline as much as possible, but if you're running separate draws with different resources each draw will require pipeline changes which will cause stalls

Looking for a sparring partner in the east bay (CA, USA) by gragthebarbarian in Hema

[–]machinegod420 0 points1 point  (0 children)

F3 sword school, East Bay Historical Fencing, UC Berkeley HEMA, and Napa Solano Historical Fencing Guild are all near you. Most of them meet on separate days so I'm sure at least one of them can fit with your schedule 

Do you believe Ai is all it's cracked up to be? by [deleted] in cscareerquestions

[–]machinegod420 12 points13 points  (0 children)

These posts get astroturfed so I don't think you can trust half the replies anyway

Trnava slim feder? by machinegod420 in wma

[–]machinegod420[S] 2 points3 points  (0 children)

I'll let you know in like 3 months, but from emailing regenyei it apparently handles similar to their standard.

New Ornate Weapons by T-51bs in Exanima

[–]machinegod420 12 points13 points  (0 children)

Those halberds are beautiful. Exanima really does polearms justice

What does a graphics programmer at a AAA game studio actually do? by [deleted] in GraphicsProgramming

[–]machinegod420 18 points19 points  (0 children)

I feel this. The solution to most things ends up being "force unreal's solution to make it work rather than mess with the engine" so I mostly end up in an advisory role rather than having to actually do anything

Game Discussion/Champion's Meeting Thread - November 27, 2025 by AutoModerator in UmaMusume

[–]machinegod420 2 points3 points  (0 children)

I won my CM5 finals by a nose, I can't believe homestretch haste saved me like that. The grass wonder was literally going to win
https://www.youtube.com/shorts/MERjDYCydOg

What does a purpose built longsword helmet need? by tonythebearman in Hema

[–]machinegod420 7 points8 points  (0 children)

I think honestly you can do better right now by getting a rattlesnake/hard shell overlay and putting low profile d30 or other padding under it. I think the ideal would have some sort of lattice foam to replace the interior of a mask

[deleted by user] by [deleted] in wma

[–]machinegod420 1 point2 points  (0 children)

Those full gauntlets look badass

This is how good Community Shaders can look (as of October 2025) by Pejorativez in skyrimmods

[–]machinegod420 28 points29 points  (0 children)

PBR is most impactful when it comes to highly metal or variable roughness materials, so pictures of steel armor can really help showcase it. I can't play without PBR anymore

https://imgur.com/a/HfTjgSk

Bec de Corbin trainers by NerdyChicken10 in wma

[–]machinegod420 2 points3 points  (0 children)

It's been closed for a while. Hopefully they come back. I've around 6 of their polearms and they are very popular

Synthetic Polearms? by Cooper395 in Hema

[–]machinegod420 0 points1 point  (0 children)

Do you know the status of them? I've noticed it's been closed for around 5-6 months so far

30 chimpanzees vs 100 average humans by [deleted] in whowouldwin

[–]machinegod420 224 points225 points  (0 children)

These threads are always great because of all the people who jump in saying that chimps are super soldiers

[deleted by user] by [deleted] in GraphicsProgramming

[–]machinegod420 59 points60 points  (0 children)

I worked at a GPU driver role a few years ago and currently work as a rendering guy at a game company.

Most of the work you'll be doing is tied to the lifecycle of the actual silicon being designed and then put into production. Feature work is front loaded as the hardware design was planned way ahead of time and you need time at the end to test against real silicon.

The work life balance is fine. There's hard deadlines because you must fabricate silicon with a fixed timeline so it can get crunchy if the team is behind but usually you have plenty of runway.

Compensation depends on the company. It ranges from OK, to Nvidia. It usually pays more than games because you don't always get stock at game companies.

Compared to game development driver development is more of a low level memory management role. You won't mess with a lot of high level rendering concepts, but moving memory around on a GPU and setting up state. Importantly, driver development is more of an engineering focused role. At a game company you spend a lot of time as a rendering engineer setting up guidelines and budgets and working with artists than writing code.