[-] Feyter@programming.dev 1 points 2 years ago

This looks like the who-is-who of colonialism... What is this actually about?

[-] Feyter@programming.dev 1 points 2 years ago

Yes this EEE fear exists but I think it's unreasonable in my eyes. AP being managed by W3C is one reason for it.

Sure Meta will probably extend AP for their own use but it's not that they can simply decide that the new feature that they introduced and is at first only working on their platform is the standard from now.

I definitely agree that Nostr is something to keep an eye on but for me that's more about to see if there is stuff that works and can be introduced in AP as well. Because of all the arguments above I don't think we should all switch to Nostr now.

[-] Feyter@programming.dev 1 points 3 years ago

I'm a little bit confused? What would Vulkan have to do with the CPU? Isn't the GPU the important part here?

[-] Feyter@programming.dev 1 points 3 years ago

Because all my statements about split screen are actually just coming from general knowledge about game development and working on a network multiplayer game and assuming what would not be needed in local co-op I actually did some research about this topic now to make sure I didn't had false assumptions here.

This video here shows one Implementation of split screen https://youtu.be/tkBgYD0R8R4 of course this could be implemented differently by larian studios but I'm pretty sure the basic principle stays the same.

And the basic principle is not running the game two times. It's running two Views at the same time in the same world. So obviously there is no need to have everything twice in memory. So right now I don't see anything about what I said about split screen being proven wrong.

Of course there will be more load on the hardware for two players split screen but it's not the game running two times.

No questions that the a slower RAM compared to X or PS5 is causing bottleneck on the series S, never denied this, but this bottlenecks will go down in FPS performance and all of this can be worked around by developers by "optimising" the game. At which point this optimisation is seen as reduction in quality is up to debate. That's what I want to say.

[-] Feyter@programming.dev 1 points 3 years ago

Didn't want to be offensive sorry if you felt that way.

I think I made my point clear. Maybe I'm wrong about some details about split screen maybe we talking all about the same stuff but misunderstanding each other IDK. But again my main point is a different.

[-] Feyter@programming.dev 1 points 3 years ago* (last edited 3 years ago)

Loading in memory and rendering are different things. Of course it needs to be rendered twice but also you cut resolution in half so rendered both screens is not that much more of work.

[-] Feyter@programming.dev 1 points 3 years ago

That sounds a bit fiddly just from reading it but I'm sure it makes totally sense in code. Now that you mentioned it, yes adapting the players forward based on camera view is something I totally forgot here.

[-] Feyter@programming.dev 1 points 3 years ago

To much is always to much.

My advice would be to implement it first and try to optimize if you need to. I think disabling object outside of a range what the player can currently interact with would probably be a good start to save performance.

[-] Feyter@programming.dev 1 points 3 years ago* (last edited 3 years ago)

So for me what you want sounds either like magic or like nonsense.

Ray casting is part of physics processing and therefore need a physics body. Using physics body actually should reduce performance impact since you can reduce the geometry of those making calculation less extensive as when you use the full Mesh geometry with al the details.

So for me just creating an auto generated physics body for ray pickability or using the actual mesh geometry sounds like the same thing. But maybe I'm missing something here.

[-] Feyter@programming.dev 1 points 3 years ago

Thanks man. Really uplifting words 🙂

[-] Feyter@programming.dev 1 points 3 years ago

Arguing about how one language is superior to another and the never ending tabs vs spaces discussion is a very important part of dev culture.

I didn't saw this comment at first so I deleted my comment :)

[-] Feyter@programming.dev 1 points 3 years ago

I see 7 on standard PWA

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Feyter

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