@VictorPL2003@BlurBusters@fadotirano Only @BlurBusters can tell. Maybe it's some firewall rules? It is IP/location-based, not device-based (tested on iOS/iPhone/Windows). Only forum seems to be affected.
Heroku up-time is clearly a fraud.
Been down for almost 11 hours and all green in their status page. https://t.co/5BwZ1YIqGx
Reliable source:
https://t.co/0qhm5mee16
@BarryBahrami@GlobalAffairs According to this mainstream journal, they are going to charge 50k BRL ($10,000 USD) for any individual trying to do that.
https://t.co/G9ZYAY1v8H
@BeauDemayo Create an awesome animation that will thrill all the fans. Then make great movies based on that, and these fans will spread the word to everyone else. Brilliant idea, but instead, they fired you. Guess someone at Marvel felt threatened by the competition.
@BlurBusters@scottwasson@AMDGaming@NVIDIAGameDev The proposal is as follows: If the render queue reaches the limit, instead of blocking the pipeline (CPU) and processing every submitted frame, simply perform an early return to simulate successful processing keeping at maximum 1 frame or even idle waiting for a new one.
@scottwasson@AMDGaming@BlurBusters@NVIDIAGameDev If the CPU renders like 3x faster than the GPU, is it possible to skip the rendering in 2 of every 3 frames? That kind of decoupling would reduce latency from GPU bottlenecks and prevent VRR from limiting engine speed.
@BlurBusters@scottwasson@AMDGaming@NVIDIAGameDev That makes a lot of sense since we have up-to-date data for reprojection and motion flow, but it would involve active work from the developers. To keep the goal of preventing the GPU from blocking the CPU pipeline, the "skip" can be a universal fallback for what you wrote.
@scottwasson@AMDGaming@BlurBusters@NVIDIAGameDev Part 2: The screen would still be updated at the same rate or even slightly slower, but the physics, inputs, network, and other things would be fully responsive. The gain could be even bigger than just managing the render queue depending on the and discrepancy between CPU/GPU.
@scottwasson@AMDGaming@BlurBusters@NVIDIAGameDev But what about the GPU producing an empty frame when 100% busy in order to avoid limiting the CPU work? Just render an empty frame and don't update the front buffer. Seems like an "anti-lag" solution that can be solved at the driver level. Fake frame rendered in few us.
@scottwasson@AMDGaming@BlurBusters@NVIDIAGameDev From what I understand, the frame will actually be processed in the GPU, but it will be hidden from the front buffer. Therefore, a constant 600 fps in the CPU and 100 fps in the GPU would still limit the engine as soon as the queue fills.
@AkitaOnRails Época boa, tinha 7 anos e jogava escondido. Ouvia qualquer barulho, quitava no desespero e já digitava "a" que era meu alias pra ir pro Flight Simulator 5.
@ualiscabecadecu@HenriqueElias1 @Davinisk @fer Os caras formaram o time com 2 novos e foram vice, semanas depois começaram a ganhar tudo. Essa line dai tá há meses e toma espanco pra top30. Acha mesmo que vai ser tempo que vai mudar algo? Tinham que tentar montar um all-star brasileiro e implorar pro Cold voltar pro time.