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Cake day: 2023年6月30日

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  • Not sure how well that without work even if you could bridge them properly to share their vram, as the latency from the other gpu will be pretty high compared to the local vram. Frame times won’t be that great is my prediction. It works ok for LLMs because they aren’t a realtime compute task like gaming graphics is. If an LLM takes an extra 0.12s to compute its result, you don’t notice, but if a gpu misses a frame deadline by 0.12s, that’s a stutter that represents less than 10 fps.

    I believe that’s why earlier attempts at dual gpu systems mostly fizzled out (plus cost concerns). You can get some pure acceleration if you can fit the entire working memory onto both GPUs’ vram (so your total vram is effectively min( GPUA_VRAM, GPUB_VRAM ) rather than GPUA_VRAM + GPUB_VRAM, though that also requires all pixels to be independent of anything calculated on the other GPU, other than maybe post processing effects that could be handled on whichever GPU is handling the display.

    That’s not to say that you can’t get extra performance out of multi-gpu setups that don’t just mirror their RAM, but it’s more complicated than “sum of the capabilities of each GPU”.


  • Personally a big thing that holds me back from even seriously considering mobile gaming as an extension to normal gaming instead of “the best you can do when you don’t have access to better devices” is the input side. I hate touchscreen controls for anything with real time action because touching the screen obscures it from view, plus you don’t get the tactile feedback of buttons that makes it trivial to play without needing to readjust your finger positions constantly.

    And I know there are external controllers you can use with phones, but if I’m making space (and remembering to bring) one of those, I might as well just bring my steam deck or even the switch instead.



  • If you read the negative reviews on steam, you can often filter these shitty ones out. Also, be suspicious by default of free games. There are some that were made by some game dev just having fun but most want to make money some way or another and f2p monetization is often pretty toxic, like adding a long grind just to sell ways to avoid it or p2w mechanics.

    I haven’t felt like I’ve gone wrong by generally just buying the cheapest well-reviewed games on my wishlist, occasionally stretching the budget to grab a mid-priced game I’m interested in and rarely going for a AAA priced game. Means that I get to some great games later (eg, Hollow Knight is one of the more recent ones, highly recommended btw) but it’s been a great way to experience a wide variety of games from today and the last 15 years for not that much money.









  • Yeah, that’s what I was thinking. I’ve fixed a bunch of electronics myself over the years, from rebending the metal in my logitech G7 when the click stopped behaving right to replacing the switch outright on my G900 when it started doing the same thing, to fixing the stick drift on my PSVR2 controller after I accidentally threw it across the room, to fixing a strummer that would stick on a 3rd party guitar controller. Each of those was a bit different but all pretty straightforward and saved me a bunch of money.

    The part that makes me hesitate is that each of those were done at my own risk. I had to retire the G7 after one attempt to fix the button resulted in dropping the tiny plastic part on carpet, losing it forever. That was fine because it was mine and like the 3rd or 4th time I fixed it. But if I’m doing it for someone else, then I won’t necessarily be able to just write it off as a loss if something breaks in the process. I might start out by buying broken items cheap, fixing them and selling them so the risk (and decisions about rasolution) is still all just on me. Or maybe letting people bet against me as an insurance. Like pay an extra $5 or something and if I break it, I’ll pay you $150.