Earlier quoted context omitted.
What's always annoyed me with many operating systems is this need to organize based on function instead of domain. If I install an application named "Bob" then I want ALL of Bob's configuration to live within Bob. I don't want it split between different registry keys or /usr/local, /etc/, /var, /lib, etc. I'm fine with there being conventions and categorizations, but I'd like to root node to be the application itself…
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KSP2 is spamming the Windows Registry until the game stops working
201–210 of 306 posts
Re: KSP2 is spamming the Windows Registry until the game stops working
#202Earlier quoted context omitted.
I heard from someone who actually works in the industry (as engine developer) that companies usually don't use Unity out-of-the-box and write their own tools and extensions (e.g. memory management) and change parts of the engine as the needs vary greatly depending on the game they are making. Not sure how common that really is though.
> write their own tools and extensions (e.g. memory management) I've been using Unity since 2009, and have been a lead developer and CTO in several different companies. I have never heard anyone writing their own memory management for Unity. May be you're talking about object pooling?
Re: KSP2 is spamming the Windows Registry until the game stops working
#203Earlier quoted context omitted.
I think the "central" part is where you lose me with this argument. What advantages does the registry have over application-specific KV stores... besides the potential to interfere with other applications and the OS itself?
How do you find it? How do you install it? Do you need root/admin permissions to create it? How do you provide access control for it? There's a lot of value to having something like this "built in" where the plumbing isn't something you worry about. You don't have to worry about the state of your users' file systems (User deleted 'My Documents', User doesn't have a $HOME folder, you don't have write permissions for %…
If I had to design an OS from scratch, this is basically what I would do. I'd provide an API for a prefix-tree based KV store with specific data types (eg bytes, utf-8 string, bool, int, float, datetime...) with some mechanism for namespaces and path access controls or the like. Processes would always have their own space to use ad-lib, and would have controlled access to system-wide or cross-process spaces.
This sort of implementation lets you optimize access patterns so that basically each process gets its own KV/db (if it wishes) which should be roughly as performant as rolling its own kv running on the filesystem. Vs all processes all competing for the same data structure, all the time.
Re: KSP2 is spamming the Windows Registry until the game stops working
#204Earlier quoted context omitted.
Watching Matt Lowne’s KSP2 videos just makes me feel better about not buying. It’s just buggier and less. While I was interested in the surface colony stuff they promised for KSP2, the addition of another star system you could travel to was very disappointing. Not so much another system, but that you could travel to it. One thing I liked was that KSP was somewhat grounded in real physics. Practical interstellar trave…
I don't think FTL drives were ever going to be in KSP2. Interstellar travel was going to be via torchships. You can argue _those_ are unrealistic, but they're at least feasible without needing to break the fundamental laws of the universe.
Re: KSP2 is spamming the Windows Registry until the game stops working
#205Earlier quoted context omitted.
Are you suggesting KSP2 is quality? It is decidedly the opposite. KSP1 however ARE and have created decent returns.
KSP1 took 5 years of development to get to 1.0, at a non-software company. Take-Two then bought the game in 2017 and is responsible for ports and KSP2. So while KSP1 likely generated returns of Squad-magnitude with a few resources... that doesn't mean KSP2 is capable of generating Take-Two-magnitude returns from a full team. Dwarf Fortress sold a lot of copies too (finally), but it's also been in development for 21 y…
Re: KSP2 is spamming the Windows Registry until the game stops working
#206Earlier quoted context omitted.
Watching Matt Lowne’s KSP2 videos just makes me feel better about not buying. It’s just buggier and less. While I was interested in the surface colony stuff they promised for KSP2, the addition of another star system you could travel to was very disappointing. Not so much another system, but that you could travel to it. One thing I liked was that KSP was somewhat grounded in real physics. Practical interstellar trave…
Well, it's natural extension to endgame and players already liked mods doing that
Re: KSP2 is spamming the Windows Registry until the game stops working
#207It feels like the Windows Registry is one of those well-intentioned ideas that ended up being a tremendous mess in actual implementation. "Let's use a central database to store things that the OS, drivers, and UI need to access" somehow became "half assed KV dumping ground for every process and their dog to litter with whatever while acting as a singular bottleneck". See also: https://news.ycombinator.com/item?id=322…
It's developer error. It'd be the same as a game on Linux filling up a conf file or a database with duplicates. Does Linux have mechanisms to guard against that? Didn't think so.
Re: KSP2 is spamming the Windows Registry until the game stops working
#208Earlier quoted context omitted.
> "half assed KV dumping ground for every process and their dog to litter with whatever while acting as a singular bottleneck" Doesn't that describe disk filesystems too? And Unix file namespace in particular (a single hierarchy unifying several block devices, just like registry is composed of several on-disk files)? What about all that junk in one's $HOME?
No, because the filesystem is one layer of abstraction lower than the registry. There's nothing with less bottleneck to the filesystem besides raw device access. The registry runs on top of the filesystem. If you wish to use the registry for filesystem-like purposes (eg storing startup config specific to the app or user state), just use filesystem. If you wish to use it like a database for system-wide information, th…
That doesn't prevent it from becoming a KV dumping ground for every process and their dog to litter with whatever, at all. Not in the least because it's already that, which a cursory look through /tmp and /var supports.
> There's nothing with less bottleneck to the filesystem besides raw device access
I thought there was considerable effort from the Linux kernel team spend on parallelization of the inode and buffers management but if you say that the main bottleneck is the raw device speed then sure, I'll believe you. It's not like NVMe protocl has design with 64K command queues each 64K command long because the OS simply can't saturate the device's bandwith otherwise, right?
Re: KSP2 is spamming the Windows Registry until the game stops working
#209Earlier quoted context omitted.
Well, it's natural extension to endgame and players already liked mods doing that
Generative or alternative systems are an extension. Traveling between the stars is fantasy.
Re: KSP2 is spamming the Windows Registry until the game stops working
#210One of the comments mentions this: "Alright, doing some investigating it seems that they are saving the Pqs preferences based off of the instance ID of the pqs object, which, according to unity's own documentation, changes between runs of the game, hence why its saving 10 trillion different copies of the same data" So, somebody didn't notice a "changes every game" instance ID was in the path and/or data. They thought…
Coming from a Linux background, what is the windows registry and why do things need to write to it? All I ever read about it seem to be horror stories. Can't you store stuff alongside the install? Or in some user data location?
I could be blowing smoke, but this has always been my thinking. An old joke: Registry was derived from the Latin word registratum, which means "put all your eggs in one basket".