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Quake 1 port for Apple Watch

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31–40 of 96 posts

Re: Quake 1 port for Apple Watch

#31
post #13

Earlier quoted context omitted.

That is quite surprising given that a Pentium 166MHz had zero issues playing mp3s in winamp, 1998 hardware.

More like 1995 hardware.

Could be, the date I mentioned is when I could afford buying a P166, and I didn't bother to check the interwebs for the release date, now I have gone and found it, depending on the exact variation from P5 or P6, it could have been released between 1995 and 1997.

https://en.wikipedia.org/wiki/Pentium#Pentium

Re: Quake 1 port for Apple Watch

#33
post #12

Earlier quoted context omitted.

Serious question - why? Quake 1 is 25 years old game. It ran good on first Pentium. Apple Watch CPU is much more powerful. I’m not saying it’s not cool. But it should be fast.

A game similar to Quake coded in a modern high level language would probably be too slow on that watch.

Indeed. Currently playing Prodeus which is made by a couple of people using unity. Runs with about ~100 FPS whereas Doom Eternal hits about twice as that while looking much, much better.

In fact, there's a recent game called HOAT or something. Built by a single guy using the Quake engine. Had to return it because it was running with 30fps on my machine.

Re: Quake 1 port for Apple Watch

#38
post #14

Quoted post unavailable.

I have some experience with ML and I have no idea what you're talking about. It kinda sounds like neural architecture search and sparse models created using weight pruning. Lots of people are working on both of those things, but IMO the latter (if that's what you mean by "Can you add weights non uniformly?") is a dead end for most use cases where you have some sort of accelerator or deep learning instructions availab…

I’m unfortunately the sickest I’ve been in years, so this will have to wait. Maybe it’s part of why my comment sounded strange.

There is an idea here, and it’s a mistake to dismiss it out of hand. Adding weights non uniformly during training (not after) is the key to smaller models that outperform present day GPT3.

A sketch of the algorithm is to start with a 2x2 block of weights, sum the gradients across 10 training steps, then subdivide the quadrant with the highest delta.

Doing this recursively is prohibitive, which is where megatexture comes in.

Many advantages. At runtime you don’t need weight compression because you can simply switch to a lower miplevel if running on a phone. Different accelerators during training can focus on different areas of the network. Weight dropout is an automatic feature. Etc.

If you’ll excuse me, it’s back to hugging the porcelain bowl.

Re: Quake 1 port for Apple Watch

#40

Quoted post unavailable.

Network compression is already a thing that is studied and forms of it are already used in production neural net models where latency / cost is important. The way pruning works is not like how a "megatexture" works.

I think he's talking about lossy compression with some sort of high-importance areas where losses are minimized.
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