@ChristerEricson@EddieMakesGames QEMU is a very recently version with patches for clean shutdown of windows, CPU pinning, and some VFIO fixes. We extensively use PCI passthrough to bypass most virtualization, or get the hw to assist (SRIOV).
@ChristerEricson@EddieMakesGames No overprovisioning. We statically preallocate all resources, including CPU, storage, memory, networking, and graphics, for each VM. This method ensures that each VM has its own dedicated resources, thereby preventing resource contention and enhancing performance predictability.
@ChristerEricson@EddieMakesGames For performance, our hosts are bare metal, KVM hypervisor, 4-16VMs/each, container-deployed. Almost all run Windows VM workloads.
@andy_kelley Mostly a problem for game developers on windows, because of 1) perforce and 2) extremely slow/complicated build systems. These problems don’t really occur for most people today because of git (free branching) and builds are mostly very quick (if needed at all)
@cmuratori Nobody even notices this anymore. Group Stockholm Syndrome. There must be some good reason you’re putting yourself through this. Do people still use VS? Outside the games biz? Time to move on. They ship the build tools separately now + there’s vscode if you just can’t let it
@kamidphish @domipheus This. No matter where you look, you find a universal truth: at the lowest level everything is held together by a dozen or so perl scripts wrapped in bash orchestrated via cron. There are no tests and no docs. Don’t say I didn’t warn you.
@mattswider I finally got a PS5!! Lord have mercy. Thank you 🙏🏼 very much, I’ve been trying randomly checking sites since feb. I started following you I think a week ago and just got lucky