Loading images is one of the most fundamental things a browser does. It turns out that doing it efficiently from JavaScript is an open problem. There are multiple APIs available and the right choice depends on the browser you are targeting.
https://t.co/74vpp5qscM
I spent some time reverse-engineering Apple's Lossy texture format. It wasn't as simple as I originally thought, and some of the details surprised me. Check it out!
https://t.co/LjyDT8myX6
I've been reverse engineering Apple's, ARM's, and ImgTec's hardware image compression formats. ARM's AFRC is the clear winner, but does native hardware compression make real-time texture encoding obsolete?
https://t.co/goDn1E5U27
It's a common misconception that free healthcare costs more than paying for insurance yourself. Healthcare is roughly 2x more expensive in the USA. Money goes to insurance companies, drug companies, investors (profits) and bureaucracy instead of actually treating patients.
@royalicing@wookash_podcast Games are modern apps made by modern orgs which are many teams.
Each subsystem usually gets a budget and each team has to work within that budget.
20years in the US, recently moved back to europe; here is my xp so far:
- Ppl with those salaries in europe seem to be happier and more fulfilled than ppl with those 400k salary in the US
- healthcare is as good; better in the long run, especially if self employed or in small company
- decent schools will set you back 30-50k per year per kid in the US… that alone can quickly even things out when you have 2+ kids
- housing, property taxes, insurances are much cheaper overall
- fruits and vegetable actually have taste
But sure… big number is bigger than the small number
Whenever I see programmer salary numbers from Europe, I always have to do a double take. It's hard to fathom that we work in the same industry. With bonuses this year, many of our folks are at $400,000+, and we're not even in any AI-hype sector.
Compiling branches out is exactly what i was referring to; many mobile gpu still shipping prefer low instruction count rather than dynamic or even static branching.
Some of those branches often come with other tradeoffs due to how they might affect the rest of the pipeline (for ex, can use many bindings that another incompatible feature might need in a constrained environment)
All of this are problem we don’t have when the problem space is well defined and hardware limited to 1 or 2 targets.
I don’t use UE but my educated guess here is that they have to support a much larger combination of hardware, some of them (mobile) are historically not great when it comes to ubershaders (this is becoming less true, but there is a long tail of underpowered devices still in use)
They also have to integrate decades of features for a wide variety of use cases.
It is easier to optimize a rendering pipeline when the target hardware and the use case are well defined.