I once met a person that never drank water, only soft drinks. It’s not the unhealthiness of this that disturbed me, but the fact they did it without the requisite paperwork.

Unlike those disorganised people I have a formal waiver. I primarily drink steam and crushed glaciers.

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Joined 2 years ago
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Cake day: June 14th, 2023

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  • Ooh thankyou for the link.

    “We can leverage it [ray tracing] for things we haven’t been able to do in the past, which is giving accurate hit detection”

    “So when you fire your weapon, the [hit] detection would be able to tell if you’re hitting a pixel that is leather sitting next to a pixel that is metal”

    “Before ray tracing, we couldn’t distinguish between two pixels very easily, and we would pick one or the other because the materials were too complex. Ray tracing can do this on a per-pixel basis and showcase if you’re hitting metal or even something that’s fur. It makes the game more immersive, and you get that direct feedback as the player.”

    It sounds like they’re assigning materials based off the pixels of a texture map, rather than each mesh in a model being a different material. ie you paint materials onto a character rather than selecting chunks of the character and assigning them.

    I suspect this either won’t be noticeable at all to players or it will be a very minor improvement (at best). It’s not something worth going for in exchange for losing compatibility with other GPUs. It will require a different work pipeline for the 3D modellers (they have to paint materials on now rather than assign them per-mesh), but that’s neither here nor there, it might be easier for them or it might be hell-awful depending on the tooling.

    This particular sentence upsets me:

    Before ray tracing, we couldn’t distinguish between two pixels very easily

    Uhuh. You’re not selling me on your game company.

    “Before” ray tracing, the technology that has been around for decades. That you could do on a CPU or GPU for this very material-sensing task without the players noticing for around 20 years. Interpolate UVs across the colliding triangle and sample a texture.

    I suspect the “more immersion” and “direct feedback” are veils over the real reasoning:

    During NVIDIA’s big GeForce RTX 50 Series reveal, we learned that id has been working closely with the GeForce team on the game for several years (source)

    With such a strong emphasis on RT and DLSS, it remains to be seen how these games will perform for AMD Radeon users

    No-one sane implements Nvidia or AMD (or anyone else) exclusive libraries into their games unless they’re paid to do it. A game dev that cares about its players will make their game run well on all brands and flavours of graphics card.

    At the end of the day this hurts consumers. If your games work on all GPU brands competitively then you have more choice and card companies are better motivated to compete. Whatever amount of money Nvidia is paying the gamedevs to do this must be smaller than what they earn back from consumers buying more of their product instead of competitors.


  • really flashy guns and there is a very intricate damage system that runs at least partially on the GPU.

    Short opinion: no, CPU’s can do that fine (possibly better) and it’s a tiny corner of game logic.

    Long opinion: Intersecting projectile paths with geometry will not gain advantages being moved from CPU to GPU unless you’re dealing with a ridiculous amount of projectiles every single frame. In most games this is less than 1% of CPU time and moving it to the GPU will probably reduce overall performance due to the latency costs (…but a lot of modern engines already have awful frame latency, so it might fit right in fine).

    You would only do this if you have been told by higher ups that you have to OR if you have a really unusual and new game design (thousands of new projectile paths every frame? ie hundreds of thousands of bullets per second). Even detailed multi-layer enemy models with vital components is just a few extra traces, using a GPU to calc that would make the job harder for the engine dev for no gain.

    Fun answer: checkout CNlohr’s noeuclid. Sadly no windows build (I tried cross compiling but ended up in dependency hell), but still compiles and runs under Linux. Physics are on the GPU and world geometry is very non-traditional. https://github.com/cnlohr/noeuclid


  • Triangle is an amplifier and rectangle is a black box (“don’t worry what’s in here, we promise it’s not gremlins”).

    I suspect that the box might be a biasing array for driving the two output transistors, but then I would also expect two wires to come out of it (one for each transistor) rather than a single combined wire.

    Broadcom’s datasheet for their version of the part seems to be more akin to what I’m thinking:

    Could be either. You’d have to decap the chip to find out, the datasheet writers thought these details were not important.

    I have no idea why two of the output pins are tied together. They’re not using many of the pins on this package so maybe they thought “why not”. I’ve also seen dual-optocouplers in this same 8 pin package where pins 6 & 7 are the outputs of the two separate couplers.



  • So many CMCs seem to be marketed based of visual appearance and hope. I guess maybe people already have a design that works, so they go for things that look like clones visually? Otherwise I don’t get how anyone would choose their product when there are alternatives with actual specs.

    Another gripe: When the only datasheet available is a combined one with tables and graphs listing the specs of dozens of part variants. But yours isn’t on there. So you find two similar models in the list and mentally interpolate between the graphs whilst worrying whether or not this is a long-term supply item or some spares that a retailer is selling off from a custom order run.





  • In the picture are 3 coiled wires, all sharing the same dark grey ring/toroid (but it looks yellow because it is wrapped in yellow kapton tape).

    If you try and send the same signal through each of these 3 wires then they will all fight and cancel each other out (a bit like 3 people trying to through the same narrow doorway at the exact same time; no-one gets through). If the signals are different on each wire then they will get through fine (a bit like people going through a door at different times).

    common mode chokes = choke/kill the signals that are common/same on all wires

    You typically do not want common mode signals to exit your device and travel along cables, because then these cables act like radio transmitters. The exact reasoning for that is a bit more than I want to write here, but it’s best explained with some pictures and phrases like “you turned your cable into a monopole you doof, use more common mode chokes and think of England”.

    Internally these devices work using magnetic fields in the dark-grey (ferrite) ring. I’m more familiar with 2-wire chokes where the coils are wound in opposite directions (so the magnetic fields they make cancel out), I am not sure how it works for 3 windings.



  • Microchannel coils: Wow. I assumed the pressures were too high for such construction to succeed. Thankyou :)

    Fluid metering: I was aware of TXVs and capillary tubes, but not reverse bypass piston inserts. Would these options only be a few dollars difference in BOM price between each other? I guess the extra labour from soldering more pipes and connections for a TXV might be more costly than the extra materials themselves.

    A vs N folded coils: interesting. I have mostly seen split systems and their unfolded coils, not central AC units with these A & N folded coils.











  • WaterWaivertoMeta*Permanently Deleted*
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    18 days ago

    Chux Baku, I didn’t think I was doing much :)

    AusTransport sounds nice. But what happens to the old communities, to avoid people using those? I don’t know if it’s possible to lock them and leave a notice, or unlist them somehow?