I can neither confirm, nor deny that I am in fact D̵̡̮̻̗̖̮͔̜͈̙͖͙͍̺̀̒̍̌̑͐̓͡å̴̲͍̋̉́̀̑͊̎̐̊͡l̴̟̭̳̄̅̕͝͠͝ȩ̸͚̼̘̫̺̻̬̻̮͖̣̬̖̠̗̎̌ ̵̯͕͛́͋͌̀͝͠ͅͅG̷̛͈̩̟̟̠͓̗̘͓͍̽̒̌̔̓̈͗̐̈̿͠͠r̷̘̞̹͂̀̑̋̀͌̍͗̆͝͠͝ͅi̶̡͔͖͍̟̲̮͑̎͌̀̎b̵̡̢̹̗͔̗͍̘̣͊͊̑͒̍̑͌̽͋͌̔͝͝b̷̭̩̩̣͙̺͎̱̗͙͚̩̈́l̸̛͎̼̟̋͆͆͗̓̓̓͘͟ĺ̶̼͇͎̫̮͎̣̳͉̯̊̆̂̓̄̍̃̚e̶̢̡̛̫̣͈̺̾̅͐̾̓͒̚ͅ.̴̫̞̥̒̈̇̓́̾͗̒́̉̔͑

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Cake day: March 4th, 2024

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  • “Why not write Assembly then?”

    Oh, here comes the genius motherfucker with the big-brain counterargument: “Well, if HTML’s so great, why not just write everything in Assembly, huh?”. Wow, look at you, you clever little prick. Did you come up with that all by yourself? Writing web pages in Assembly is like using a fucking scalpel to slice your overcooked steak: sure, it’ll get the job done, but you’re gonna look like a complete asshole while you’re at it. HTML just works, you absolute tool. It’s been the backbone of the web since Al Gore flipped the switch, and it’ll still be here long after your trendy framework is rotting in a GitHub graveyard. So take your smartass logic and shove it. HTML’s king, and you’re just a peasant with a keyboard.

    🤣




  • After strolling through blogs and forums, I still can’t tell what I’m missing by sticking with SDDM+X11 versus SDDM+Wayland on Kubuntu 24.04 LTS (--minimal-install, so no snap for me).

    These are my specs:

    -----------------
    OS: Kubuntu trixie/sid (noble) x86_64
    Kernel: 6.8.0-58-generic
    Uptime: 1 hour, 12 mins
    Packages: 2 (npm), 2550 (dpkg), 28 (flatpak-system)
    Shell: bash 5.2.21
    Resolution: 1920x1080 @ 164.92Hz
    DE: Plasma 5.27.12 [KF5 5.115.0] [Qt 5.15.13] (x11)
    WM: KWin
    Theme: klassy [KDE/Qt], Breeze [GTK2/3]
    Icons: BeautySolar [KDE/Qt/GTK2/3]
    Cursor: breeze_cursors [GTK2/3]
    Terminal: konsole
    Terminal Font: Noto Mono 12
    CPU: AMD Ryzen 9 5950X (32) @ 3.4GHz
    GPU: NVIDIA GeForce RTX 3090
    Memory: 4.15 GiB / 31.24 GiB (13%)
    Network: Wifi
    Bluetooth: Intel Corp. AX200
    BIOS: American Megatrends Inc. 5.17 (03/18/2024)
    
    Sun Apr 27 13:03:03 2025
    +-----------------------------------------------------------------------------------------+
    | NVIDIA-SMI 570.133.07             Driver Version: 570.133.07     CUDA Version: 12.8     |
    |-----------------------------------------+------------------------+----------------------+
    | GPU  Name                 Persistence-M | Bus-Id          Disp.A | Volatile Uncorr. ECC |
    | Fan  Temp   Perf          Pwr:Usage/Cap |           Memory-Usage | GPU-Util  Compute M. |
    |                                         |                        |               MIG M. |
    |=========================================+========================+======================|
    |   0  NVIDIA GeForce RTX 3090        Off |   00000000:0A:00.0  On |                  N/A |
    |  0%   47C    P0             43W /  350W |     714MiB /  24576MiB |      2%      Default |
    |                                         |                        |                  N/A |
    +-----------------------------------------+------------------------+----------------------+
    


  • Admittedly, the audio argument was based on my own hearsay and light reading about the subject (in-game audio).

    I’ve never dealt with audio too much in Unreal, but it was my understanding that games began ballooning in size in the early 2010s due to shipping with uncompressed audio files. If my memory serves me, the biggest example that comes to mind was Titanfall (whether 1 or 2, I can’t recall). That of course wasn’t made in Unreal; my unfounded assumption was that it had carried over into audio systems-design Unreal 5. Clearly, I’m wrong.

    My work is around DNN-powered CAD asset generation, procedurally and statically, and I do actively experiment with Unreal environments. I still stand by my stated criticisms of young developers and designers in areas related to environment logic systems and asset creation and optimization.

    Apologies for the unnecessary audio argument.



  • My comment on a different post relates to this well:

    I think a lot of the plugin tooling for Unreal promotes bad practices with asset management, GPU optimization, and memory management. I’m trying to say that it allows shitty/lazy developers and asset designers to rely on over-expensive hardware to lift their unoptimized dogshit code, blueprints, models, and textures to acceptable modern fps/playability standards. This has been prevalent for a few years but it’s especially egregious now. Young designers with polygon and vertex counts that are out of control. Extraneous surfaces and naked edges. Uncompressed audio. Unbaked lighting systems. Memory leaks.

    I’ve found that in my personal experience in experimenting with Unreal, the priority matches developing DNNs and parametric CAD modelling applications for my day job: effective resource, memory, and parallelism management from the outset of a project is (or should be) axiomatic.

    I think Unreal 5 runs exceptionally well when that’s the case. A lot of the time, one can turn off all of the extra hardware acceleration and frame generation AI crap if your logic systems and assets are designed well.

    I know this is a bit of an “old man yells at cloud” rant, but if one codes and makes models like ass, of course their game is gonna turn out like ass. And then they turn around and say “tHe EnGiNe SuCkS”.

    No. Fuck you. You suck.










  • I think a lot of the plugin tooling for Unreal promotes bad practices with asset management, GPU optimization, and memory management. I’m trying to say that it allows shitty/lazy developers and asset designers to rely on over-expensive hardware to lift their unoptimized dogshit code, blueprints, models, and textures to acceptable modern fps/playability standards. This has been prevalent for a few years but it’s especially egregious now. Young designers with polygon and vertex counts that are out of control. Extraneous surfaces and naked edges. Uncompressed audio. Unbaked lighting systems. Memory leaks.

    I’ve found that in my personal experience in experimenting with Unreal, the priority matches developing DNNs and parametric CAD modelling applications for my day job: effective resource, memory, and parallelism management from the outset of a project is (or should be) axiomatic. I think Unreal 5 runs exceptionally well when that’s the case. A lot of the time, one can turn off all of the extra hardware acceleration and frame generation AI crap if your logic systems and assets are designed well.

    I know this is a bit of an “old man yells at cloud” rant, but if one codes and makes models like ass, of course their game is gonna turn out like ass. And then they turn around and say “tHe EnGiNe SuCkS”.

    No. Fuck you. You suck.