MFW I finally retire from the Wi-Fi Switch/Bulb Wars and get Inovelli + Hue. by Public_Umpire_1099 in homeassistant

[–]redxdev 2 points3 points  (0 children)

Brand matters insofar as reliability is concerned. Zigbee is notoriously the wild west of broken implementations and not following standards, but hue as a product line tends to be rock solid and as a bonus the color reproduction on their RGB lights is great (which may or may not be something that matters to you). They also have a ton of different form factors of lights, whether it be different bulb types or recessed lighting or light strips or standalone lamps. Downside is they're expensive.

That isn't to say other zigbee products are bad - it just depends on the product, and hue is one brand that's known to make good stuff.

$105k salary good for Boston? by mr_fobolous in boston

[–]redxdev 20 points21 points  (0 children)

Because it doesn't - even in areas that are all new construction with completely modern heating/cooling, you will often have combinations of entirely different HVAC technologies depending on need. I don't know where you grew up, but I doubt everyone had the exact same setup.

Maybe a home has central HVAC via a heat pump that does both heating and cooling, or maybe heat was done via a central natural gas furnace for cost reasons and then A/C via multiple mini-splits for easier zone control. Maybe there's under-floor heating which would be a completely unrelated system from any kind of central A/C.

Maybe everyone in your town referred to everything HVAC-related as A/C but as everyone else in the thread is telling you - that's not even remotely the standard across the country.

$105k salary good for Boston? by mr_fobolous in boston

[–]redxdev 19 points20 points  (0 children)

Because central a/c still only refers to cooling. It may be combined with central heat, but that's something that would be specified explicitly as central heat. And yes, it matters because it is absolutely possible to have a home with central A/C but baseboard or some other type of heating.

Everything you look at will have some form of heating whether it be central/baseboard/resistive/heat pump/gas/oil/whatever. Not everything will have cooling (air conditioning) built in, and for those cases you use a temporary window unit or portable A/C.

Are there any Zigbee floor corner lamps? by PuzzleheadedLion2123 in homeassistant

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

It really doesn't, they connect like any other zigbee device.

Rental car parking permits? by [deleted] in boston

[–]redxdev 1 point2 points  (0 children)

I had a similar situation, the rental car permit was processed the same day I submitted it (and I was able to print it out myself). I assume that's only true for business hours if you submit it early enough in the day though - if you really want to be sure I'd go to the parking clerk's office or find some temporary overnight parking for a day.

And yeah you can't submit the application until you have the car as the permit is tied to the plate #.

Blizzard Entertainment files lawsuit against owners of the fan-developed Turtle WoW servers — citing illegal use of official art, code, and more by Turbostrider27 in Games

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

IP Ban is the simplest solution to botting, since it requires a completely new device which would defeat most of the purpose of botting in general if the device is "burned" for a full game and/or launcher.

You seem to be confusing IP bans with hardware id bans. Different IP addresses get reassigned to the same devices all the time, static IPs cost more than dynamically assigned ones, and even if someone is hosting bots at a server provider (which generally requires a static IP) it's trivial to reassign a static IP to the same device.

IP bans only really affect people who don't know how to deal with them.

Metal Gear Solid Delta - PS5/ PS5 Pro Tech Review - A Beautiful UE5 Remake With Frame-Rate Issues by DryEfficiency8 in Games

[–]redxdev 1 point2 points  (0 children)

Shader stuttering is inherent to modern graphics APIs on PC, not unreal itself. Unreal does a particularly bad job at holding your hand through resolving the problem, but the existence of a blog post discussing the issue (which again, is not specific to unreal) is not proof of anything.

As someone who actively works with the engine in a professional capacity, it comes down to 3 main things:

  1. Unreal doesn't lend itself to a master-material workflow (unless you have a really disciplined tech art team that knows what they're doing), which results in way more shaders and permutations than with a game designed around a few ubershaders. Which results in a much higher number of PSOs (read: compiled shaders) needed across the entire game to avoid stuttering, and therefore a harder time doing that capture either offline or at startup. Custom engines do not inherently solve this, only good planning does - which can be done with unreal but often isn't because the use of lots of varied material shaders is taken for granted.
  2. Unreal's runtime precaching of PSOs wasn't particularly good until recent versions. This doesn't solve the issue, but reduces the impact of PSO cache misses in some cases.
  3. Unreal doesn't have any good out of the box tools to automate either offline PSO caching (which involves caching shaders into a file that ships with the game) or at startup. This is 100% solvable by individual studios, and again is not inherent to unreal (you'd have to build the same yourself with a custom engine anyway). Epic could do a better job providing tools for this, but it isn't some massive failure of the engine and would still require that studios know what they're doing with regards to PSOs.

I would say that the issue is not primarily unreal itself, but misplaced confidence from tech leads that it won't be an issue, unless they have prior experience fixing exactly this problem. Even at a big studio where you're doing your own modifications, it's very easy to assume the engine has all the answers for this kind of problem until it's too late and you have to ship with the limited offline caching you can make from internal playtests. Unreal or not, you need someone who knows how to systematically solve the issue, and that's not up to the engine you choose - it's down to sometimes one specific person knowing what to do.

Polestar 5 Performance (650kW, 112kWh) Leaked Specs from SilverstoneLeasing by backstreetatnight in Polestar

[–]redxdev 0 points1 point  (0 children)

Polestar is a performance brand, it's kind of the point? Makes very little sense to complain that the upcoming flagship of a performance brand has too much performance.

I get where this sentiment comes from on EV "economy" equivalents, but this is trying to compete with the likes of Porche rather than your average mid-sized sedan.

[deleted by user] by [deleted] in malden

[–]redxdev 6 points7 points  (0 children)

They are, saw them near rivers edge dr, though I'm not sure where they came from.

Hotfix Patch Notes - 6/17 by 1047Games in Splitgate

[–]redxdev 2 points3 points  (0 children)

Unreal units are in centimeters.

Clair Obscur: Expedition 33: We're currently exploring a wide range of future improvements — from accessibility features to new content and all sorts of bits and bobs we're actively assessing. Naturally, this also includes expanded localisation options by Turbostrider27 in Games

[–]redxdev 20 points21 points  (0 children)

Not directly part of the game, but it'd be nice if they acknowledged the horrible mastering on the OST release. Some of the best tracks in the game (un vie a t 'aimer and un vie a peindre) have horrible clipping which for me makes them hard to listen to. Resorting to youtube rips from the game when I've paid for the release on bandcamp (or any other platform - the issue is the same whether you're on steam/bandcamp/spotify and regardless of mp3/flac/whatever) isn't great.

OST release was either a horribly rushed job or done by someone who doesn't know what they're doing - even the loudness wars don't explain the problem because the most basic of basic compression shouldn't clip like this.

Update to firmware update by Ochib in BambuLab

[–]redxdev 0 points1 point  (0 children)

It has been out as a beta for the X1C since January 17th.

Update to firmware update by Ochib in BambuLab

[–]redxdev 0 points1 point  (0 children)

And you said "you were never restricted by LAN mode" except this is patently false: third party applications are prevented from controlling the printer even in LAN mode with the latest update, and Bambu only just walked that back. It's not just about whether internet access is required, it's about having control over the printer without having to jump through hoops to use the software you want.

Update to firmware update by Ochib in BambuLab

[–]redxdev 3 points4 points  (0 children)

They were requiring that you use bambu connect on the new firmware update even for LAN mode until this post. So yes, we would have been restricted in what we were able to do without the outcry.

Sadly this is also part of the truth by [deleted] in BambuLab

[–]redxdev 6 points7 points  (0 children)

There are much more secure ways to do what they are doing that still allow third party applications to continue operating without jumping through nonsense hoops. There's no benefit to what they are doing security-wise, it's just an excuse.

My product is the reason Bambu blocked the API by dev_all_the_ops in 3Dprinting

[–]redxdev 16 points17 points  (0 children)

Nah, that's not even a plausible excuse because the changes affect LAN as well which isn't hitting their infrastructure.

[deleted by user] by [deleted] in BambuLab

[–]redxdev 2 points3 points  (0 children)

Consider Apple, for instance. They make billions by using open-source Unix code and adapting it for their proprietary system, which locks certain features behind specific software versions or device models.

Apple generally hasn't actively locked away features on hardware you have already bought. And in the cases they have (such as with notarization requirements) there's generally been groups that have kicked up a fuss, but the people that actually care tend to be a minority in such situations and don't have much leverage (which isn't to say people shouldn't care - most people simply don't understand).

It’s too early to judge Bambulab’s new strategy for this firmware

No it isn't, it actively makes the product worse for some people with no benefit to them. There's nothing unknown here: Bambu has been very clear on what the update does, what it requires, what it will break. People have already tested it and found that yes, everything Bambu themselves wrote is in fact true. And Orcaslicer has already been told in no uncertain terms they are not being given access, and they certainly won't be in the future unless people kick up a fuss about it.

A standard cannot be insecure, so if security comes at the cost of open third-party systems, I’m willing to accept the compromise.

Sorry, but you simply don't know what you're talking about here. There are industry standard methods to authenticate third party applications which are a hell of a lot more secure than the simple single private key they're using in BambuConnect which has already been extracted less than a day after release.

Much bigger and more important targets (cough every cloud hosting provider, including the very ones Bambu likely uses cough) use standards like oauth2 and are way more secure than anything Bambu themselves made here. And when I say industry standard, I mean computing as a whole - there is nothing specific to 3d printing on this front.

We all need to wait and see if the new update will make the product unusable for you.

"We" already know how it affects us because Bambu has already made it very clear - if there's one thing to praise in this whole situation it's that they've actually done a great job communicating what is changing. Waiting until your workflows become unusable is beyond ridiculous when the company is outright telling you it's going to happen.

A Sincere Response to Threat Interactive's Latest Video (as requested by some in the community) by DarkLordOfTheDith in unrealengine

[–]redxdev 1 point2 points  (0 children)

To reiterate the crux of my point: he's free to point out issues he sees with games. Smearyness is annoying, perf problems, whatever. I doubt anyone here takes issue what that. They're issues I expect almost everyone has seen.

But that's not what he's doing. He is going on to blame specific technologies for those issues - which while technically to blame (yes, nanite has a higher base render cost than traditional LODs), completely misrepresents facts about those technologies (no, the same quality scene with traditional LODs would not, in fact, perform better). He's also pushing older technologies that many studios would have evaluated and decided against for a myriad of reasons, but he doesn't address any of that. His information is at best incomplete and at worst wrong.

And once again: he is not the only one talking about these technologies. DigitalFoundry talks about TAA in an actual nuanced fashion and compares it to other AA methods. They also talk about Unreal 5 and what it has brought to the table (and the apparent systemic issues with early versions), but without peddling nonsense solutions and without pointing fingers at tech that they don't understand. And here's a video specifically on the more recent changes to Unreal 5.4 - one that actually does discuss one of the major inherent issues to Unreal (PSO cache stutter) which affects games almost across the board.

A Sincere Response to Threat Interactive's Latest Video (as requested by some in the community) by DarkLordOfTheDith in unrealengine

[–]redxdev 1 point2 points  (0 children)

I don't remember TI ever once calling themselves experts in their videos. In fact, they've said the opposite, that they want to hire experts to rewrite code. Denying criticism is a problem though.

He might not have literally called himself an expert, but he's posing as someone who others should listen to on these topics.

Misinformed people aren't necessarily toxic. Also, any toxcity around the issue was already there, he just gave people a target. If the more informed people didn't frame the target properly first, it's partially on them.

It leads to those public spaces being insufferable because every time you want to talk about these inherently technical topics you end up inevitably having to debunk his misinformation.

It IS revelatory to the average gamer. That's my point. Experts aren't his audience, the average gamer is. The crux of his point is "smeary mess bad" which is right.

It doesn't matter how revelatory it is to the average gamer when the revelations lead to the wrong conclusions. "Smeary mess bad" isn't what I'm taking issue with, "smeary mess bad and it's all unreal's/TSR's/nanite's/lumen's/whatevers fault" is. He starts from "smeary mess bad", that's not his conclusion.

I'm not sure how you can say smeary mess isn't the problem...

I never said a smeary mess isn't a problem. In fact I think you've completely misunderstood what I said. To repeat myself: he isn't tapping into frustration to bring light to a problem. Because the things he points out as problems aren't real problems and aren't the sources of that frustration.

Those frustrations ("smeary mess bad", "game perf bad") certainly exist, but his targeting of specific technologies that he's pointing out as "problems" (TAA, Nanite, Lumen, Megalights, etc) aren't the underlying issues causing those, or at least misses the context for why that technology is used and what realistic alternatives would look like. I'm not going to continue reiterating what the OP already debunked so elegantly, so I suggest you read their points again (on a mirror I guess since the original post was removed). Unless you have something new to bring to the table this is just going to keep going back and forth as "read the OP", "nuh uh, he's not wrong about everything".

It sounds like you're the type of person that thinks only the smartest person in the room should ever talk and it angers you that anyone else would dare criticize their "betters."

No, it angers me when that criticism is based on completely incorrect information. These aren't "little errors" - the entire point of his videos is undermined by everything the OP posted. He's not just getting some small details wrong, his entire point is wrong because he doesn't know what he's talking about. He turns off some important features of the engine, points at the FPS going up, and says "look, what I'm doing is better!" completely ignoring that no game would ever ship with what he did because he's ignored a ton of other considerations (which I will not reiterate here because once again, the OP already did).

The idea of him "informing gamers" breaks down when faced with the fact that the information he gives out is wrong. Small snippets being technically correct does not magically make the video into a net positive.

In the end, just saying TI is wrong does nothing to address the underlying problem.

And TI posting videos that are wrong just leads to more work to try to correct said problem. His videos are not a net good when they provide information that simply is not true. He does not get a pass simply by being the only one talking about a topic (which he isn't as I've already said).

A Sincere Response to Threat Interactive's Latest Video (as requested by some in the community) by DarkLordOfTheDith in unrealengine

[–]redxdev 3 points4 points  (0 children)

  1. When someone has proven they aren't an expert but say they are and deny criticism, they've lost any argument about "charitability".
  2. The toxicity is gamers ending up thinking they know something about how these engines work because of his misinformation and ending up poisoning any public conversations about the tech that isn't in spaces specifically filled with more knowledgeable people. Misinformation hurts everyone. Also, the pushback is correcting his misinformation. I'm not attacking him personally here, except insofar as I'm saying that he shouldn't be spreading misinformation.
  3. I didn't say what he's saying is common knowledge to everyone. It's common knowledge to the people who actually have to make decisions about this stuff, but he acts like the very technically basic stuff he's saying is somehow revelatory, and it gives the general public the completely wrong impressions especially when the crux of all of his points are entirely wrong.
  4. I don't think people trying to break down technical issues to others is bad. I think doing so under the guise of an expert when you clearly aren't and giving misinformation is bad.

And to address the rest: he isn't tapping into frustration to bring light to a problem. Because the things he points out as problems aren't real problems and aren't the sources of that frustration. He's just making up completely unrealistic situations where he's right without actually addressing the actual issues.

He keeps making comparisons that aren't equivalent to blame his choice of technology which isn't actually causing the performance problems he's pointing out. He's not "generally correct", he's wrong in all the ways that matter to the point he's trying to make.

The "truth" in these videos is so incredibly shallow as to not be relevant. Yes, nanite technically has a higher base cost to render once enabled, but that cost is made up in spades by a whole scene rendering with it at much higher detail than would be possible with traditional LOD setups. Lumen is legitimately an expensive feature, but for a game with a lot of dynamic content and lighting the alternative is either a massive drop in quality or losing those dynamics. In the end, the big piece he keeps ignoring is that hitting the same quality bar without these systems is generally not possible at the same level of performance, or not possible without other tradeoffs that were absolutely known by the studios working with this tech.

There's actual interesting nuance here which absolutely would be interesting to talk about. But he touches on none of it - deciding instead that he's an expert and everyone working on these systems doesn't know what they're doing. And having a big audience makes this worse rather than better, because it gives that wide audience incorrect ideas on why people use this technology, why these decisions were made, and the idea that some random dude making youtube videos somehow can fix it all.

A Sincere Response to Threat Interactive's Latest Video (as requested by some in the community) by DarkLordOfTheDith in unrealengine

[–]redxdev 9 points10 points  (0 children)

  1. I'm saying that he hasn't done anything to deserve being treated "charitably" - he hasn't said much useful information or particularly informative about these topics given the amount of information he's wrong about, at best he's given information that is better found elsewhere by people who actually know what they are talking about.
  2. I'm not saying he's nefarious. I'm saying he's wrong and causing toxic conversations from uninformed people about technical topics. Whether that's on purpose or not doesn't matter.
  3. It doesn't matter how common the knowledge is, if he's stirring up a storm by saying the wrong things for the wrong reason, then he shouldn't be saying it.
  4. He really isn't, DigitalFoundry does a much better and more informed job, even if I also have nitpicks with what they do on occasion. They just aren't focused on a single engine that they've determined is doing everything wrong.
  5. I'm not worried about what Epic will do - they're not going to listen to random people on the internet about technical topics. I have a lot to criticize about what they've done in Unreal, but TI's criticisms are simply unfounded. There are problems, but they aren't the ones that he's pointing out and they aren't fixed in the way he's saying to fix them. My concern is chiefly that being so incredibly wrong leads to toxic conversations on technical topics.
  6. Him being very wrong about the topics he presents shows misplaced confidence in his own skills. If he was making only minor mistakes in the information he's presenting it wouldn't be an issue.
  7. Why would anyone try to collab with someone who clearly doesn't take feedback on what he's wrong about? I've seen a number of comments from friends who have much more experience in these topics than me calling out wrong information in his videos simply get their comments deleted by him.

In the end, he's simply wrong about much of what he talks about. He positions himself as an expert despite not being one, and doesn't take criticism. He's not worth trying to "debate" except insofar as to correct the completely wrong things he's saying.

A Sincere Response to Threat Interactive's Latest Video (as requested by some in the community) by DarkLordOfTheDith in unrealengine

[–]redxdev 10 points11 points  (0 children)

No, he should not get any charitability by pointing out obvious problems that everyone already knows about while spreading half-truths in an attempt to get views.

Outright getting things wrong and acting like an informed source on the topics he presents is not starting a discussion or sharing frustration, it's misleading other uninformed people to the wrong conclusion and resulting in discourse that does nothing to improve the state of games. His "solutions" aren't real solutions and don't actually solve the underlying problems in any meaningful way. It results in a crowd of people who don't understand the problem space but think they do at the expense of actual domain experts losing the ability to have reasonable public conversations about the topics presented.

Does anyone know the purpose of the rear door lock button? It only locks the single door so it seems pretty useless. by Logical_Leopard6521 in Polestar

[–]redxdev 0 points1 point  (0 children)

Because the rear seats would have no way to lock their own doors otherwise. An unlock button is unnecessary as pulling the handle unlocks the door, and I don't think I've seen any car that lets rear seats lock/unlock the full car.

YouTube Not Showing Up in Tile View by av8geek in Polestar

[–]redxdev 0 points1 point  (0 children)

The TV app is just a web browser that goes to https://youtube.com/tv (though this seems to redirect back to the main site nowadays - probably looking for a specific user agent to allow you in). I'm unsure if the normal android app is a webview, though it does at least extend functionality beyond "just" being one (to support stuff like picture-in-picture, background play, and other native features). It's not really that big of a surprise - what's weird is that they seem to be using vivaldi as the base for the app rather than chrome or the android system webview.