
Programmer SandboxInteractive (Ex. @UbisoftBerlin)
Joined May 2009
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Sepehr Taghdisian retweeted
Researchers spent 500 hours and $70,000 and found LG TVs logging plain text transcripts in standby, mapping every device in the house, and feeding it to LG's ad arm
Unplug the internet and it saves the files until you plug back in.
LG says its TVs don't record ambient conversations.
The evidence begs to differ.
216 million of these are sitting in living rooms.
Where are the regulators?
Writer: Daniel
Readers added context they thought people might want to know
The findings and video clip here are from Gamers Nexus' investigation, which receives no credit or link.
youtube.com/watch?v=6IFVTc…
x.com/gamersnexus/st…
Experiments in the Junkyard: Added a simple GUI system on top of @nicbarkeragain's great Clay UI layout lib. Comes with a thumbnail gallery example (TestUI)
I started a new hobby vulkan/C++ project "Junkyard": github.com/septag/Junkyard
Sepehr Taghdisian retweeted
Replying to @simplex_fx
Any C++ feature that is dependent on you having to use the cancer called STL is not an actual C++ feature it's a cancerous STL feature.
Sepehr Taghdisian retweeted
در این ویدیو هرچه گفته شده، با صدای خود رضا پهلوی ثبت شده
ساعتبهساعت
نه تحلیل، نه تفسیر
فقط حرفهای خودش.
نتیجه چه بود؟مردم در خیابان،و کشتار رژیم
وقتی فراخوان بر اساس اطلاعات غلط داده می شود
هزینهاش را مردم با جانشان میدهند.
#رضا_پهلوی باید درباره این تناقضها پاسخ داده و دادگاهی شود، همزمان با رژیم جانی
#پهلوی_شیاد
#پهلوی_نماینده_من_نیست
I went back to some old collision code I had, and rewrote it for the Junkyard. It's designed for top-down games. It's a mixture of 2D/3D techniques. Does the basic stuff that I need. Collision detection, ray casting and shape intersections (triggers, render queries, etc)
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Nice! With the new improved Vulkan backend, separate transfer queue and batch upload submission, the performance of this drastically improved. Now for 1.4GB of unbaked asset data, it takes 1.5 secs.
For baked assets, it takes 270ms (5.2 GB/s). Very close to my SSD drive speed.
Asset manager test. First working implementation. It loads stuff in chunks. so here, each chunk is around 60MB of data (texture+model). It's pretty much a snap (~30-40ms for each chunk).
In total, 1.4 GB of asset data loads in 700 ms. baking all data takes 2.2 secs (512 assets).
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But one major drawback of having such control and power is that it's so easy to over-engineer, over-abstract and come up with generalized abstraction API designs that could make your backend perform worse than D3d11 drivers. (5/5)
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It's obviously not perfect at all, although it took me about 4~5kloc to do basic imgui rendering, but the control freak in me is satisfied with how much control you have over memory, queues and multi-threaded rendering. (4/5)
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The latter confused me a lot on how frame and swapchain syncing and syncing in general. The former starts with 1.3 and is better organised for beginners. (3/5)
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My first try was about 2 yrs ago, but then recently I had to revisit all the stuff again and rewrite my toy rendering backend to learn it more properly. I think newcomers, better start with vkguide.dev/ tuts instead of vulkan-tutorial.com/ (2/5)
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After 6-7 yrs of wanting to learn a modern graphics API, I finally managed to put enough time into learning Vulkan. I think I finally got comfortable with it so that validation errors don't freak me out and I usually have a good idea what's going on. (1/5)
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Sepehr Taghdisian retweeted
There are times when I feel like I'm in a big forest and don't know where I'm going. But then somehow I come to the top of a hill and can see everything more clearly. When that happens, it's really exciting.
- Maryam Mirzakhani
Graphic objects creation code is still messy. no specific optimizations, fancy IO (DirectStoragee/etc) or compression algorithms is yet used.
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Asset manager test. First working implementation. It loads stuff in chunks. so here, each chunk is around 60MB of data (texture+model). It's pretty much a snap (~30-40ms for each chunk).
In total, 1.4 GB of asset data loads in 700 ms. baking all data takes 2.2 secs (512 assets).
I rewrote the asset system in junkyard. The system now loads groups of assets instead of single loads. Much cleaner data/code, faster and vastly simplified new asset type impl. Supports all prev feats, multi-threaded, hot-reload and remote loads. Time to test/dbg and a blog post
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Sepehr Taghdisian retweeted
Star Wars Outlaws on PC is one of the best looking games this gen with a PC version that is not artificially held back by consoles. What does RTXDI do? How is perf? What about the hidden max settings or DLSS Ray Reconstruction? I cover that and more!
youtu.be/g3irLCjQTOA?si=URYb…
Sepehr Taghdisian retweeted
You can build a custom standard library on top of C that’s much better than both libc, and the STL/C++ runtime, as I’ve done many times. The C++ standards are run by overly-bureaucratic, overly-abstract, and non-auteur-driven organizations; they have no chance of success.













