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MountainTheme12

HN member
Joined
Fri, Sep 05, 2025, 4:10 PM UTC
HN karma
63
Public activity
14 items

About MountainTheme12

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Recent public activity

  1. comment
    Comment #47234555

    My father-in-law is a monitor engineer. He is insanely gifted. We were in a Korean factory together years ago and I asked him what it would cost to build the Pro Display XDR today.…

  2. comment
    Comment #47074166

    In my C++ all members of a union are always active.

  3. comment
    Comment #45834039

    I'm surprised by that. I use ChatGPT for communication with Japanese clients and I was mistaken for a native speaker more than once. I make almost no corrections other than changin…

  4. comment
    Comment #45712597

    Both the code and this submission are obvious LLM slop, exactly like the previous one. It's really concerning that so many people can't tell.

  5. comment
    Comment #45549857

    It's not just popularity, Epic has been trying really hard to solve it in Unreal Engine. The issue is that, because of monolithic pipelines, you have to provide the exact state the…

  6. comment
    Comment #45548707

    Trying to fit both mobile and desktop in the same API was just a mistake. Even applications that target both desktop and mobile end up having significantly different render paths d…

  7. comment
    Comment #45548642

    No, that's not the reason. The shader stutter issues are non-existent on console because consoles have one architecture and you can ship shaders as compiled machine code. For PC yo…

  8. comment
    Comment #45546517

    Closer to AMD and mobile hardware. We got abominations like monolithic pipelines and layout transition thanks to the first, and render passes thanks to the latter. Luckily all of t…

  9. comment
    Comment #45359298

    And why is that a problem if it works? What if I told you that games also don't simulate each atom individually?

  10. comment
    Comment #45354999

    Only slightly related, but GPUs also have such instructions (exposed as InterlockedMax in HLSL and atomicMax in GLSL and CUDA).

  11. comment
    Comment #45273089

    A long time ago I did some contract work writing firmware for a major hardware manufacturer in Taipei. I quickly learned to ignore bugs, because reporting them would get me reprima…

  12. comment
    Comment #45150591

    My issue with Unreal is that Epic puts little effort into improving the developer experience, focusing instead on churning out tech demos, flashy visuals and half baked features th…

  13. comment
    Comment #45150487

    That one was used to implement save data in a game.

  14. comment
    Comment #45140241

    I agree with the author that protobuf is bad and I ran into many of the issues mentioned. It's pretty much mandatory to add version fields to do backwards compatibility properly. R…