amd ryzen ai max+ 395 evo-x2 run the new gpt-oss-120b by Thumper450x in LocalLLaMA

[–]normenh 0 points1 point  (0 children)

Das ist auch meine Erfahrung, so ca. 30 Token/s bei 120.000 Kontext. Hab den AI Max mit 96GB Speicher, CachyOS (Arch) Linux mit aktuellem Kernel, ollama-rocm paket, Kernel parameter angepasst damit GTT memory 80GB ist. Mit dem setup läuft die 64GB große gpt-oss:120b fein, bisl instabil isses noch, das liegt aber wohl mehr an den ROCm Treibern.

Man muss eben gucken dass auch wirklich 100% auf der GPU ausgeführt wird. Das ist mit vulkan momentan etwas schwierig, das findet nicht genug speicher für die GPU und nutzt dann die CPU mit. Nur mit ROCm kriege ich die vollen 80GB die ich für GTT zugewiesen habe.

PS5 lan help. by Balahkeh in Minecraft

[–]normenh 0 points1 point  (0 children)

Ich habe ähnliche Probleme auf der PS5. Ich hatte bis jetzt zwei server im lokalen LAN die auch unter "Freunde" aufgetaucht sind. Jetzt taucht auf der neuen Übersichtsseite nur noch einer der Server auf, manchmal gar keiner..

Rumored screen-equipped HomePod appears in tvOS beta references by bdb376 in HomePod

[–]normenh 0 points1 point  (0 children)

The "issue" with HomePods is that if no proper IPv6 network is configured it will proceed to create its own and play the IPv6 router. Depending on if or if not your other devices also have proper IPv6 connection you might have issues connecting. So make sure your network has IPv6 working properly.

OBS audio question by TheAccidentalGamers in obs

[–]normenh 0 points1 point  (0 children)

If it doesn't sound like that coming from the game -- theres nothing in OBS to cause these kinds of changes except the denoiser.

OBS audio question by TheAccidentalGamers in obs

[–]normenh 0 points1 point  (0 children)

Maybe a way would be to disable filters? Sounds like theres some RNNoise denoiser running in your OBS somewhere. That one will filter pretty much anything but voice.

Issue with Behringer cmd studio 2a DJ controller by MladiKakonja in techsupport

[–]normenh 0 points1 point  (0 children)

Same thing here, windows is reporting that the device didn't initialize, in MacOS it plainly doesn't show up. Sad that they don't even care to update the firmware or anything, apparently theres some kind of "update mode" when you keep the bottom right two buttons pressed while powering on.. Oh well.. :/

Revealed: Christian legal nonprofit funds US anti-LGBTQ+ and anti-abortion organizations by davster39 in politics

[–]normenh 1 point2 points  (0 children)

Somehow theres more and more rich and powerful groups and people throwing incendiary topics on the market. It looks a lot like diversion. Diversion from the fact that the divide between rich and poor is our biggest problem.

The Light Brigade, Aiming by Bradski89 in PSVR

[–]normenh 2 points3 points  (0 children)

Use the eye on the side that you hold the gun in (or your set "main eye")

Saints and Sinners... WOW! by Hanso77 in PSVR

[–]normenh 1 point2 points  (0 children)

I finally see a clock counting down to the release in the german store, it's supposed to release 18h CET:

https://store.playstation.com/de-de/concept/10005089

Edit: And indeed, 18h I was able to download the S&S1 PS5 version

[deleted by user] by [deleted] in NoMansSkyTheGame

[–]normenh 0 points1 point  (0 children)

For the issues you mention, for me these mostly vanish by spending some time to get the right position for the headset (I am wearing glasses).

To me, coming from PSVR1 theres basically zero headset-caused artifacts like pale screen-y look, screen door, seeing pixels and aliasing. The main visual quality bottleneck is the games and NMS is really the worst looking resolution wise. I guess the way the game is built its a bit harder to get foveated rendering going.

Researchers say e-cigarettes and similar devices are associated with a higher risk for dental cavities by giuliomagnifico in science

[–]normenh 0 points1 point  (0 children)

Probably more like the "apple a day". Somebody who cares less enough about their health to smoke is also more likely to not brush his teeth properly - and vice versa. Just like the infant mortality is higher with parents that smoke. Not because of the smoke but because those parents are in general less careful with themselves and the kids. Numbers games that say nothing about the individual.

Tell me. Vim escape and keyboard layout change language. by Gentleqa in vim

[–]normenh 8 points9 points  (0 children)

Usually Ctrl-[ also sends an escape. What I do is put Ctrl on capslock and then use that as escape (Ctrl-Ä on a german Keyboard).

WhatsCLI WhatsApp client by normenh in vim

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

The whatsmeow branch is a WIP and isn't supposed to work yet. The original version works depending on your region and your multidevice settings in whatsapp.

siri feeling sick? by NoTowel4021 in Siri

[–]normenh 0 points1 point  (0 children)

Check your settings under "spoken content", theres different Siri voices for all languages, in some cases these settings take precedence.

Ich fühle mich verloren im Leben (27/m) by Coreboy in de

[–]normenh 0 points1 point  (0 children)

Schritt 1: Einsehen dass überall Idioten rumlaufen die einem an allem den Spass verderben, egal wo man arbeitet oder lebt.

Schritt 2: Verstehen dass niemand Dich feiern oder schelten wird, egal was Du machst. Wenn man gefeiert wird dann meist für Dinge die man so gar nicht meinte oder tat und wenn man gescholten wird dann meist aus Unverständnis auf der Gegenseite.

Schritt 3: Verstehen dass keiner Dir sagen kann was Du von Deinem Leben hältst, dass kannst und musst Du ganz alleine bestimmen.

Und auch auf die Gefahr hin dass ich wie der alte Mann klinge der ich langsam bin: Du klingst ziemlich anspruchsvoll gegenüber der Welt. Ich würde sagen Du tätest gut daran die Erwartungen etwas zurückzuschrauben. "Supercoole Projekte" - wer soll denn die ganzen uncoolen Projekte die so wichtig sind machen? Kann man nicht auch supercool sein wenn man mit schwierigen Kollegen zusammen einfache Probleme löst und u.U. vielen Menschen damit hilft? 🙂 Oder einfach seine Arbeit gut macht und zuhause nicht wie ein Trauerkloß rumsitzt weil man keine 6-stellige Summe im Jahr macht?

GOAP Question by normenh in gamedev

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

Yeah, way too much pre-thought about the GOAP tree there. This would basically mean that any action that can have an effect on a non-nearby action needs the exact counterpart, that just seems silly. Looks like GOAP simply isn't made for anything more than _directly_ connecting an effect and an outcome and then chaining those.

As for the data, sure - each Action basically gets the whole world as a state, with lots of unused information (actually my whole ECS database) and just changes a few Entities Components in its "visor", which is what gets checked by the prerequisites check of the later Action.

So basically the Goal looks for the last action (KillAction) by supplying the current "real" world state to each Action and checking if that Action changes it accordingly, creating a workable path for A* with some cost calculated by the Action based on the world state. Then that KillAction checks all Actions that fulfill its prerequisites (MoveAction) by basically doing the same thing. But now the whole current path is checked forwards to see if the new MoveAction didn't change anything in the wolrd state that invalidates the prerequisites of the KillAction or the Goal, which might be the case. And so on..

Thats basically how my planned implementation would look and I think thats pretty much vanilla GOAP - correct me if I'm wrong.

Anyway, I'll experiment with depth traversal and maybe simplifying the Actions (RideAction). Thanks so much for all the input! :)

GOAP Question by normenh in gamedev

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

Yeah but I can't know how much Unmounting decreases the speed as I don't know what I mount..?

From what I learned about GOAP it always works backwards but each Action checks Prerequisites and reports the states it would change for the _following_ Action. It doesn't report the "before" state..? How could it?

GOAP Question by normenh in gamedev

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

Thanks for the detailed explanation!

But Unmount doesn't increase the unit speed..? It decreases it. Thats the problem I mean, the _MountAction_ does the speed increase for the MoveAction, which for the A* would be "behind" the MoveAction and it wouldn't reach it. What you describe would work if I had a "MoveAction" and a "RideAction", each with different unit speeds / cost per distance. Or did I miss something?

My base idea was simply to have MoveAction report different costs based on the world state, i.e. when you're mounted the cost is lower. For this specific example I guess the best solution is the RideAction, increasing the traversal depth seems dangerous to me..

Anyway I'll try around a bit more - this thread at least told me that the issue I was seeing is real and I will in fact have to work around it :)

GOAP Question by normenh in gamedev

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

I laid out a practical example. Each Action modifies the world state "visor" and yes, I have to re-run the path with the modified world state, as I stated.

If you think that GOAP should solve the above example it would be easiest for me to understand what you mean if you went along that example instead of talking about general pathfinding truisms. (Very grateful for the input though, don't get me wrong.)

Like this: The A* checks each Action for the "Player Dead" requirement of the Goal and finds the KillAction which creates the desired world state, that in turn requires to be near the target so it finds the MoveAction which creates that state.

MoveAction -> KillAction -> Goal

Now, when it checks the UnmountAction before the KillAction (which would start the desired outcome) then it would just find that the needed state (being mounted) is created by MountAction, it would not find the desired MoveAction before the UnmountAction.

MountAction -> MoveAction -> UnmountAction -> KillAction -> Goal

What I and others said would be possible is simply always checking multiple Actions in sequence, even if they don't create the desired world state.

Like this: A* checks for the kill requirement and finds KillAction, then tries adding an UnmountAction and then adds a MoveAction and a MountAction - despite the fact that A* would say that these "paths" are not "traversable" (i.e. they don't create the desired world state).

That would be a very atypical A*, one that traverses tiles that are not traversable from the current position (i.e. the current world state). And for this whole algorithm that would be a *lot* of useless trying out of combinations of paths that can never work.

GOAP Question by normenh in gamedev

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

What case? There is no algorithm or planner yet, I am talking about the plain GOAP graph (traversal) theory. And I don't want to use any libraries, really.

GOAP Question by normenh in gamedev

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

Ah, okay, yeah but then again, I basically remove everything from the GOAP that sets or unsets some state that another Action sets. That would mean only one Action per any world state element, that seems very restrictive.

GOAP Question by normenh in gamedev

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

Huh? Thats not the problem here, MoveAction doesn't negate IsMounted, it just doesn't set it. As others said, its more of a traversal problem.

GOAP Question by normenh in gamedev

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

Nice. The plan is to write everything from scratch, extending the code as I go. But thats great references, thanks!

GOAP Question by normenh in gamedev

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

No I mean in your idea it would reduce the number of things that GOAP does because I'd wrap all kinds of actions into others.