There are many ways to kill performance in a multithreaded program. My favorite one is false sharing, because you can get 10x performance just by moving some bytes around. So let's look into it.
00:00 - When multiple threads is not even faster
04:23 - CPU L1 cache primer
09:40 - Getting ALL the performance
15:35 - Looking at disassembler
20:29 - How to find cache line address
22:38 - false sharing in disassembly
25:00 - closing words
So, I'm very new to this, so please tell me - do they actually nerf current models right before releasing new one to fake benchmarks, or it's some conspiracy psyop?
I personally haven't notice any difference in the past couple weeks.
@bkaradzic Well, every time someone complains about UE being stuttery mess they get hit with tons of skill issues. Now this will have an actual metrics haha
If we really want true technical craft to return to gamedev industry, competitions like IGF, TGA and others must have a technical excellence category, where a technically impressive game that has the least amount of bugs and hits buttery smooth performance gets game of the year.
If you really think about it, indie game devs not paying artists and using AI to generate assets is not *that* far off from them not paying programmers and using Unity/Unreal instead. You can make a game in these engines without writing a single line of code.
@nullakan There is a very good chance that not all code in these engines is squeaky clean, but suing anybody for stealing code is nearly impossible, as well as proving that the code didn't have proper license if it was copypasted from somewhere.
@diroffus ахах твиторский алгоритм топ. Я начал задавать сложные вопросы, и теперь половина моей ленты в таких моральных дилеммах: https://t.co/6jxvbzQwR0
If you really think about it, indie game devs not paying artists and using AI to generate assets is not *that* far off from them not paying programmers and using Unity/Unreal instead. You can make a game in these engines without writing a single line of code.
Just like someone got paid to make those models. Probably not artists though. Yeah, there is a question about how ethical training data collection was, but you can also always ask how much code of those engines wasn't ethically sourced. It's just stealing the code from other sources is much more normalized than stealing art, and actually suing someone for stealing code is nearly impossible.
But you said it yourself, this also depends on how much you consider code art :)
This is Big Walk review graph right now on Steam, all because they admitted to use AI to fix some bugs or something.
On one hand, customers have rights to express their thoughts and vote with their wallets about anything related to the game. On the other hand, projecting this onto myself - being on a receiving end of this would suck so much...