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Cake day: June 27th, 2023

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  • Funnily enough, one of the few legitimately impactful non-enterprise uses of AVX512 I’m aware of is that it does a really good job of accelerating emulation of the Cell SPUs in RPCS3. But you’re absolutely right, those things are very funky and implementing their functions is by far the most difficult part of PS3 emulation.

    Luckily, I think most games either didn’t do much with them or left programming for them to middleware, so it would mostly be first- and second-party games that would need super-extensive customisation and testing. Sony could probably figure it out, if they were convinced there was sufficient demand and potential profit on the other side.


  • The Xbox 360 was based on the same weird, in-order PowerPC 970 derived CPU as the PS3, it just had three of them stuck together instead of one of them tied to seven weird Cell units. The TL;DR of how Xbox backwards compatibility has been achieved is that Microsoft’s whole approach with the Xbox has always been to create a PC-like environment which makes porting games to or from the Xbox simpler.

    The real star of the show here is the Windows NT kernel and DirectX. Microsoft’s core APIs have been designed to be portable and platform-agnostic since the beginning of the NT days (of course, that isn’t necessarily true of the rest of the Windows operating system we use on our PCs). Developers could still program their games mostly as though they were targeting a Windows PC using DirectX since all the same high-level APIs worked in basically the same way, just with less memory and some platform-specific optimisations to keep in mind (stuff like the 10MB of eDRAM, or that you could always assume three 3.2GHz in-order CPU cores with 2-way SMT).

    Xbox 360 games on the Xbox One seem to be run through something akin to Dolphin’s “Übershaders” - in this case, per-game optimised modifications of an entire Xenon GPU stack implemented in software running alongside the entire Xbox 360 operating environment in a hypervisor. This is aided by the integration of hardware-level support for certain texture and audio formats common in Xbox 360 games into the Xbox One’s CPU design, similarly to how Apple’s M-series SoCs integrate support for x86-style memory ordering to greatly accelerate Rosetta 2.

    Microsoft’s APIs for developers to target tend to be fairly platform-agnostic - see Windows CE, which could run on anything from ARM handhelds to the Hitachi SH-4 powered Sega Dreamcast. This enables developers who are mostly experienced in coding for x86 PCs running Windows to relatively easily start writing programs (or games) for other platforms using those APIs. This also has the beneficial side-effect of allowing Microsoft to, with their collective first-hand knowledge of those APIs, create compatibility layers on an x86 system that can run code targeted at a different platform.


  • kbity@kbin.socialtolinuxmemes@lemmy.worldI love systemd
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    1 year ago

    The biggest problem people have with systemd is that it’s constantly growing, taking on more functions and becoming a dependency of more software. People joke that some day you won’t be using Linux anymore, but GNU/systemd, (or as they’ve taken to calling it, GNU plus systemd) because it’s ever-growing from a simple init daemon into a significant percentage of an entire operating system.

    People worry that some day, you won’t be able to run a Linux system that’s compatible with much of the software developed for Linux without using systemd. Whether that’s a realistic worry or not I don’t know, and I don’t really have a horse in the systemd VS not-systemd race, but I can appreciate being worried that systemd might end up becoming a hard requirement for a Linux system in a way that nothing else really is - you can substitute GNOME for KDE, X11 for Wayland (or Mir, I guess), PulseAudio for PipeWire and most stuff will still work, so the idea that systemd could become as non-negotiable an element of a Linux system as the Linux kernel itself rubs people the wrong way, as it functionally makes Linux with systemd a different target platform entirely to Linux with another init daemon.





  • On the flip side, it’s a rolling-release distro, so you don’t have to play a game of “what broke?” whenever you do a major version upgrade or do a clean install to avoid it, because there are no major version updates. And the AUR is pretty much the reason to use Arch outside of being at the cutting edge (which is mainly useful for using brand new hardware that hasn’t got the best support in the more conventional distros yet, like a new laptop).





  • IMAX 1570 film is equivalent to somewhere between 12K and 18K resolution, though as you say that’s only going to matter on a really big display or if you’re creating content for future VR headsets. As for frame rate, more than 24 FPS doesn’t really seem popular in cinema - I remember that Hobbit film getting quite a negative reaction when it tried 48 FPS, and then there’s the Soap Opera Effect. The colour characteristics of different kinds of film also appeal to some artistic filmmakers.

    None of those points really justify the significantly more expensive and complicated workflow that comes with analogue film, mind. I do wish digital hadn’t taken over so soon because a whole bunch of media is now stuck with 480p digital as the best it’s realistically ever going to look barring AI upscaling, but I can’t say I really blame the producers for making that decision because digital is far less of a pain in the ass.