Earlier quoted context omitted.
I assume you mean when nothing is loaded in it, or it's showing a plain HTML page. 1GB+ is completely common for a lot of Electron apps in real use. If you run a dev environment and are using 2-3 Electron apps, 16GB will be a struggle. Currently sitting at 29GB (on M1 Pro), just for regular web dev environment on MacOS.
It's technically Chromium Embedded Framework instead of Electron, but last time I used the Spotify desktop client it was possible to push its RAM usage past 512MB up to the 1GB mark just by clicking through albums and artists. For something extremely functional like a VS Code, which is a mini-IDE of sorts, that might be excusable but it's beyond silly for a streaming music player.
Native Linux GPU Driver for Apple M1
171–180 of 322 posts
Re: Native Linux GPU Driver for Apple M1
#172I'm just getting old, I do not understand VTubers or the appeal.
Re: Native Linux GPU Driver for Apple M1
#173Earlier quoted context omitted.
Because weechat uses <18 megs?
Does weechat support rich embedded media like images and videos, can you live stream games to your friends on it, talk with people, have profile avatars, use emotes, build bots that stream music to you? Even something completely simple such as snip a portion of your screen and paste it in the chatbox so others can see it immediately, without having to mess around with dodgy image upload sites. This is basic functiona…
> rich embedded media like images and videos
Yes
> live stream games to your friends on it
no (there's WeChat livestream (idk what it's called in English), but it's not discord style stream-your-desktop)
> talk with people
yes
> have profile avatars
yes
> use emotes
yes
> build bots that stream music to you
yes
> Even something completely simple such as snip a portion of your screen and paste it in the chatbox so others can see it immediately, without having to mess around with dodgy image upload sites
yes? you can paste stuff into wechat just fine. Think WhatsApp, not IRC
Idk where GP came up with 18MB tho, it's eating up 100 on my laptop right now.
Re: Native Linux GPU Driver for Apple M1
#174Can anyone explain why it's hard to get GPU-accelerated ML libraries such as Torch running on a Mac (Intel or M1/M2)?
Re: Native Linux GPU Driver for Apple M1
#175Re: Native Linux GPU Driver for Apple M1
#176"Please temper your expectations: even with hardware documentation, an optimized Vulkan driver stack (with enough features to layer OpenGL 4.6 with Zink) requires many years of full time work. At least for now, nobody is working on this driver full time3. Reverse-engineering slows the process considerably. We won’t be playing AAA games any time soon." From https://rosenzweig.io/blog/asahi-gpu-part-6.html
Totally non-sarcastic question: then why bother? It's an honest question. Even if someone (or a team) could somehow be paid for this work, by the time the results are usable, the hardware will be more or less functionally obsolete. And that is on top of the fact that ARM64 on MacOS will always be a small slice of the gaming pie, and ARM64 on Linux games and GPU applications virtually nonexistent.
Also it will be useable for at least some usecases, even if not AAA games, before the hardware is obselete.
Re: Native Linux GPU Driver for Apple M1
#177Re: Native Linux GPU Driver for Apple M1
#178Wow, this is impressive. 2022 may finally be the year of Linux on the desktop! ;)
Re: Native Linux GPU Driver for Apple M1
#179Earlier quoted context omitted.
Speak for yourself, I could barely understand the content due to the high pitch and speed of the vocoder. I hate video tutorials in general though, I really wish this was a blog post.
why would they speak for anyone but themselves? and why would you think they were doing so?
Re: Native Linux GPU Driver for Apple M1
#180"Please temper your expectations: even with hardware documentation, an optimized Vulkan driver stack (with enough features to layer OpenGL 4.6 with Zink) requires many years of full time work. At least for now, nobody is working on this driver full time3. Reverse-engineering slows the process considerably. We won’t be playing AAA games any time soon." From https://rosenzweig.io/blog/asahi-gpu-part-6.html
Totally non-sarcastic question: then why bother? It's an honest question. Even if someone (or a team) could somehow be paid for this work, by the time the results are usable, the hardware will be more or less functionally obsolete. And that is on top of the fact that ARM64 on MacOS will always be a small slice of the gaming pie, and ARM64 on Linux games and GPU applications virtually nonexistent.
> a basic OpenGL driver is doable by a single person. I’m optimistic that we’ll have native OpenGL 2.1 in Asahi Linux by the end of the year.
That should be enough to be very useful to a lot of users.