- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
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Copy of deleted topic: https://www.reddit.com/r/gamedev/comments/jumvi5/dualsense_haptics_leds_and_more_hid_output_report/ | |
--- | |
outputReport[0] = 0x02; // report type | |
outputReport[1] = 0xff; // flags determiing what changes this packet will perform | |
// 0x01 set the main motors (also requires flag 0x02); setting this by itself will allow rumble to gracefully terminate and then re-enable audio haptics, whereas not setting it will kill the rumble instantly and re-enable audio haptics. | |
// 0x02 set the main motors (also requires flag 0x01; without bit 0x01 motors are allowed to time out without re-enabling audio haptics) | |
// 0x04 set the right trigger motor |
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======================================================= | |
glmark2 2017.07 | |
======================================================= | |
OpenGL Information | |
GL_VENDOR: Broadcom | |
GL_RENDERER: VC4 V3D 2.1 | |
GL_VERSION: OpenGL ES 2.0 Mesa 19.1.0-devel | |
======================================================= | |
[build] use-vbo=false: FPS: 105 FrameTime: 9.524 ms | |
[build] use-vbo=true: FPS: 110 FrameTime: 9.091 ms |
One of the key parts of the save/load process in Factorio is that it must be deterministic. This means that for a given save file (when no external factors change) saving, exiting, and loading the save shouldn't change any observable behavior.
There are a few reasons and benefits for this strict requirement:
- Without it: You couldn't join a running multiplayer game (and by proxy save, exit, and resume one)
- Without it: the replay system wouldn't work if you ever saved, exited, and resumed playing.
- With it: we can easily test that saving and loading produces no observable change letting us know we implemented save/load correctly.
- With it: you won't see things change randomly as a result of "reloading" like you do in so many other games.
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This patch implements numerous changes to make the Qt 5.10.1 build work for the new ARM64 target in | |
Visual Studio 2017. This change also includes a couple of new batch scripts, in case you want to build | |
on the target machine itself (very slow) or build on an x86/x86_64 host (much faster). | |
You can build with something like this: | |
> configure_src_on_x86_host.bat | |
> jom -f Makefile Debug Release | |
diff --git a/configure_src_on_target.bat b/configure_src_on_target.bat | |
new file mode 100644 |
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#--- | |
# iPIN - iPhone PNG Images Normalizer v1.0 | |
# Copyright (C) 2007 | |
# | |
# Author: | |
# Axel E. Brzostowski | |
# http://www.axelbrz.com.ar/ | |
# [email protected] | |
# | |
# References: |