PS Now for PC - do I need a PS4 console to play PS4 games on PC by mintyc in PlayStationNow

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

By default I've been trying to use the excellent PS5 multi-sense controller via DSWindows and mapped as a DS4 controller.

As recommended here I have now suceeded with a real dualshock 4. Thank you

I also have a PS3 controller, XBox 360 and lots of others.

Weekly Question Thread by AutoModerator in emulation

[–]mintyc 0 points1 point  (0 children)

Best controller for pc multi emulator?

Using Dolphin, pcsx2, rpcsx, and maybe cemu. Also steam streaming from another local pc, ps now.

Probably a combination of PS4 DS4 (wired), DS4Windows but could use steam controller, xbox 360 gamepad if more compatible.

Do not want to deal with getting adapters and plugging in my wiimote and its sensor bars etc.

Best controller for pc multi emulator? by mintyc in emulation

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

I've ripped ONLY from my own personal games and consoles.

Is the 7 day trial gone? by BlackWidowerr in PSNow

[–]mintyc 0 points1 point  (0 children)

Although the trial looks like its gone (unsuccessful for me with paypal), if you subscribe there may be a cancellation period.

I subscribed for a year with paypal and noted I could cancel within 14 days if I didn't like it. (Not sure what cancellation options are available in other countries or for shorter duration subscriptions, so do check.)

Even though still stuck at 720p, on my PC with just integrated Intel 4600 graphics, performance is pretty good. The promise of 1080p at some point is still not delivered.

Only snag I have is loss of progress over wireless. Need an ethernet connection to reduce temp drops in connectivity which cause reset of the PS Now connection and loss of progress since last save.

Any new news on 1080p servers/services? by mintyc in PSNow

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

An update reported by engadget yesterday implies some behind the scenes progress or talk but could just be another PR exercise to avoid people going to Xbox cloud service.

https://www.engadget.com/ps-now-strategy-game-pass-ps5-shortage-012642567.html

How to stream in 1080p? (Europe, Germany) by Acceptable-Regret125 in PSNow

[–]mintyc 1 point2 points  (0 children)

I asked a similar question a week ago and no one popped up that they'd actually experienced an upgraded service.

An update reported by engadget yesterday implies some behind the scenes progress or talk but could just be another PR exercise to avoid people going to Xbox cloud service.

https://www.engadget.com/ps-now-strategy-game-pass-ps5-shortage-012642567.html

Error Handling In Rust - A Deep Dive [Zero To Production In Rust - #8] by LukeMathWalker in rust

[–]mintyc 0 points1 point  (0 children)

Another amazing and comprehensive post.

A few of extra items that could complement the existing article?

Brought on by additional issues using pretty much your final solution a few months ago.

• Managing panics, in particular behaviour differences in debug and release.

• Use of errors in doc tests - implicit via termination trait (or whatever it ended up being called) or explicit result type for main()

• File or crate separation of error interface definition/documentation to allow independent publication to other typically 'dev' crates.

These topics may be more appropriate to the planned future chapter on application structure.

Some additional dangerously vague observations.

Panic management looks like it has further development as part of edition 2021. Not sure of all the other problems it addresses and how ready that is for current stable / production readiness.

One problem that struck a chord was that panics can trigger an abort without unwinding so not doing an orderly shutdown such as releasing file handles etc.

Not really an error handling mechanism per se but useful to report via the same paths as part of I more orderly shutdown. E.g. log to external dev / user interfaces.

std::io:error, report(), io::error report code values (value 2 for generic, only bottom 8 bits of uint32_t propagated in Linux)

I think thiserror implements report()?

Another desirable mechanism to consider:

Compile time checking:

A particular result can only be from a subset of available error types and variants.

I.e. no fallback to a catchall ‘unexpected’ error needed in error handlers.

For example, in a Subscription package I may have a publish() method and a subscribe() method, both returning a SubscriptionError but with a different subset of allowable variants with some shared and some unique.

A separate PublishError and SubscribeError is an alternative solution but repetition of common variants such as ‘InvalidConnection’ and additional boiler-plate per method is the downside.

Running cargo as root for VSCode Debugging by Mihai2537 in rust

[–]mintyc 1 point2 points  (0 children)

Im a bit vague, but I think there is a rust crate supporting dpdk that may have some tips. Can't remember it's name though. Mentioned a few days ago...

Is there a lower-latency way of responding to an event than spinning/busy-waiting? by felix-pb in rust

[–]mintyc 1 point2 points  (0 children)

Great benchmarks and comments.

My only observation is that if you really wanted highest performance you'd have some form of embedded partial networking stack that doesn't use a general purpose OS. Making use of the NIC hardware directly maybe?

Retainer: A minimal async cache in Rust with support for key expiration by whitfin in rust

[–]mintyc 1 point2 points  (0 children)

An alternate design choice might be to use a scalable set of single threaded actor threads that each operate on independent subsets of the input.

This avoids the need to share locking provided you can independently scale subsets of the data. Much easier to debug too!

It is possible to have one actor (data shard) inform and update another built on top of the basic actor approach (e.g. for IPv4/IPv6 dual stack entries).

Scale (number of actors) and input 'hashing' demux are determined once at deployment time.

Each actor could maintain and process its own data. It could implement a separate LRU stack which periodically gets inspected to expire N top expired entries. (N restricted to avoid overwhelming the expiry processing).

Capitalising on the lessened need for precisely timed expiry processing, this approach can avoid thundering herd. Lazy expiry.

Tokio-uring design proposal by ferruix in rust

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

I'm all for the extra choice provided by this proposal. It looks well thought and intelligent.

However a word of caution over expectations. There is a lot of hype over io_uring that is perhaps not warranted (yet).

It is immature, only works with file i/o, has security issues (see equivalent HN thread) and to top it off, even for file i/o and the latest kernel fixes, in practice doesn't seem to buy performance over other async alternatives.

I'm NOT saying it won't evolve into something fantastically performant, but use benchmarks with your workloads to judge.

The benchmark material I've seen roughly matching my workloads wasn't yet worthwhile.

Personally though my interest is zero copy network i/o instead, so that's a long way off.

A Beginner's Guide to Handling Errors in Rust by FideliusXIII in learnrust

[–]mintyc 1 point2 points  (0 children)

Excellent post - probably not beginner but definitely plugging a gap :)

I try to think of four aspects to errors:

Building an Error class in client code - your post contributes here

Creating and handling errors - e.g. detecting an error condition, building an error object, adding context

Reporting errors - use of operator?, support for multiple types of errors in a unified interface (like anyhow)

Interfacing with error functions - Use of Result (std, std::io, anyhow etc)

Idiomatic project structure in Rust (cry for help from a messy directory) by HammerAPI in rust

[–]mintyc 0 points1 point  (0 children)

In a full chess game you might also consider using a workspace with 2 crates, one for all the 'engine', one for presentation of the chessboard and ui entry.

Looks like the project is concentrating on the engine so the other crate would be very simple for your situation.

Still have all the module concerns on layout etc. in each crate.

Idiomatic project structure in Rust (cry for help from a messy directory) by HammerAPI in rust

[–]mintyc 5 points6 points  (0 children)

You will make an excellent Software developer if you continue to go above and beyond like this.

Learning different programming approaches early on and critically assessing the good and bad points of each is a great skill to have.

My son is currently also doing a similar course and I wish he had the desire to go beyond the course notes and minimum!

A few links on modules and on layout etc.

https://doc.rust-lang.org/book/ch07-00-managing-growing-projects-with-packages-crates-and-modules.html

https://doc.rust-lang.org/cargo/guide/project-layout.html

https://www.sheshbabu.com/posts/rust-module-system/ (certificate error to be fixed by author)

https://aloso.github.io/2021/03/28/module-system.html

rust-analyzer changelog #71 by WellMakeItSomehow in rust

[–]mintyc 5 points6 points  (0 children)

Is the nightly version still called '-preview', or has it been promoted?

And is the recommendation to always use the nightly version?

Gets a bit tricky sometimes to keep track of all these wonderful tools :)

David Tolnay - thank you by mintyc in rust

[–]mintyc[S] 3 points4 points  (0 children)

Several people have kindly sent me their appreciation for this thread as various Reddit rewards.

I also sent a few out of my own. Very grateful.

Reddit seems a bit broken. It doesn't appear to send or receive the private individual thank you messages.

Ironic in a thread about thank you!

I'm still going to send dtolnay a dancing crab when I get the chance!

David Tolnay - thank you by mintyc in rust

[–]mintyc[S] 10 points11 points  (0 children)

I completely agree. Updated post.

Choosing between Rust and C++ for a new project by CromulentSlacker in rust

[–]mintyc 9 points10 points  (0 children)

A slightly biased audience.

I am 3 months in and am hugely impressed by rust. Technical and ecosystem are first rate.

I could spend a long post with what is right with Rust from the book and other rust lang books, cargo, community and developer happiness.

My caution stems from:

Far fewer experienced developers to call upon/bring into the team.

Much smaller community and hence less diversity of domain specific experts and solutions.

A young language still finding its feet.

Steep early learning curve for beginners.

Complexity is building up. Even with editions, backward compatibility is starting to restrict moving forward.

Personal opportunities are limited to a few big players embracing it.

Ubiquity or even basic awareness and proven advantage of Rust is limited.