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TinkersW
searching PlanetScale…
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10 ms
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151.
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TinkersW
2y ago
This might shock you, but we aren't the only species on the planet. We cannot consume every piece of the planet and leave nothing for other species, and there are already far more of us than necessary.
152.
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TinkersW
2y ago
Article assumes people want to live in cramped cities.. clearly this is not the case when we look at where Americans choose to live, so premise is flawed. In reality 300 more Americans would spread out and wreck the environment more than it
153.
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TinkersW
2y ago
SSE2 is a requirement for x86-64, which gives at least a reasonable(128bit wide SIMD) baseline. SSE4 is from 2008, so making it a requirement isn't unreasonable. Even AVX2 is from 2013, so some apps require it nowadays. It is extremely
154.
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TinkersW
2y ago
It seems to me that it would handle the sort case fine, you would read/write an invalid page and it would fall over(assuming all allocations had invalid pages at the end of the allocation & no 2 allocations share a page). The strle
155.
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TinkersW
2y ago
Shifts run on less ports than xor/sub, so should be avoided if possible when performance is important, especially when using SIMD where the shifts are often quite subpar.
156.
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TinkersW
2y ago
I very much found it to be a cage.
157.
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TinkersW
2y ago
Countries don't always behave logically, see Russia & the self defeating war in Ukraine.
158.
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TinkersW
2y ago
It requires a monster GPU to run 10 fps at what looks like sub 720p... I think it may be abit more than 5 years..
159.
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TinkersW
2y ago
CPU numbers are off, as FMA is considered 2 instructions, and Zen5 can do 2 of them per cycle in addition to two adds, so it would be 6 instructions per cycle not 4(GPU numbers are always quoted this way, so it is only fair to do the same f
160.
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TinkersW
2y ago
Uno isn't a number in english though, and you wouldn't capitalize a number, so treating it as a name seems reasonable.
161.
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TinkersW
2y ago
It was 17 seconds for 1 shader file. Iterative C++ compile times can be very fast if you know what are you doing, 17 seconds is very long unless you have link time optimizations on(which makes no sense for an iterative build).
162.
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TinkersW
2y ago
OpenVDB is high level description for voxel data, not a compressed format that GPU hardware supports.
163.
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TinkersW
2y ago
Ya it does, but desktop GPUs don't support ASTC(or if they do it isn't exposed)
164.
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TinkersW
2y ago
An actual 3D block based format would be useful, currently on PC at least the only formats are for 2D textures. They do work for 3D textures, but in 2D slices so the result is not as good as it could be. Also the only 1 channel format is BC
165.
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TinkersW
2y ago
The post doesn't include any benchmarks for the uncontended case, where I've found SRWLock is also very fast, I'm curious why this wasn't included. At least for what I use locks for, the uncontended case is like 10000x m
166.
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TinkersW
2y ago
Maybe they weren't using SRWLock, at least last time I checked std::mutex didn't use it with MS STL(They were stuck with critical section because of binary compatibility).
167.
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TinkersW
2y ago
I only clicked through the slides and didn't watch the video..but ugh all I see is scalar SIMD in the assembly output(the ss ending means scalar, it would be ps if it was vector) And they are apparently relying on the compiler to gener
168.
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TinkersW
2y ago
CA doesn't need more houses, it needs less people
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TinkersW
2y ago
Hum I sometimes just don't drink coffee for a week or whatever, and never noticed any symptoms
170.
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TinkersW
2y ago
Yah I'm sure the African pycon was planning to ask every attendee if they are LGBT... You do know this kind of thing has zero to do with Python? Nobody is having sex at pycon? They can just do what everyone else does, and not make that
171.
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TinkersW
2y ago
What? The article says this thing does 2005 GFOPs, aka 2 TFLOPS, which is decent, but we have had CPUs that could do more than this for a long time now. My Zen2 12 core does about 3 TFLOPs, and a modern 16 core Zen5 can do 8-10 TFLOPS(I
172.
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TinkersW
2y ago
A couple reasons 1. HW does 2x2 blocks of pixels always so it can have derivatives, even if you don't use them.. 2. Accessing SV_PrimitiveID is surprisingly slow on Nvidia/AMD, by writing it out in the PS you will take a huge perf
173.
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TinkersW
2y ago
WebGPU would be alot more useful if it hadn't gone with such a needlessly different shader language syntax, makes it much harder to have any single src between the C++ and it.
174.
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TinkersW
2y ago
Boeing isn't in a learning phase... more of a how much can we underpay our employees and how many cheap subtractors can we get away with phase. Also starliner would not be "nominally" second best, but truly second, or perhap
175.
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TinkersW
2y ago
Lots of other issues also such as page up/page down on keyboard not working and mouse scroll wheel is very slow(it behaves as if acceleration is turned off).
176.
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TinkersW
2y ago
You can often find them by search stack overflow(try AVX2 + (deinterleave/AoS to SoA/transpose etc), especially any answers by Peter Cordes. You can write them yourself also but I'd add a verifier that checks the output with
177.
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TinkersW
2y ago
Tricks that work on floating point are sometimes useful and not listed there.. Make float sortable as integer. (the reason you might wish to do this is that integer comparisons are faster and run on more ports, also you won't get
178.
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TinkersW
2y ago
Basically everything you said was wrong.. The other problem with simd is that in modern cpu-centric languages it often requires a rewrite for every vector width. Nope, you can use many existing libraries that present the same interf
179.
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TinkersW
2y ago
Gather is still terrible, the only core that handles it well is the Intel's P core. AMD issues 40+ micro ops in AVX2(80 in AVX512), and the Intel E core is much worse. When using SIMD you must either use SoA or AoSoA for optimal perfor
180.
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TinkersW
2y ago
Swift/C++/Zig all have the exact same level of memory safety, but anyone they said they aren't porting, sounds more like writing new stuff in Swift and hoping the interop story is good enough.
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