[Soccer] The Greatest Goal I've Scored (Indoors)
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By cork1958 · Posted
"77ee94b helium/windows: winsparkle updater (built-in auto-update support on Windows" If that's what I think it is, that is about the only thing that's been missing from this excellent browser. I guess I'll find out the next time I'm on a Windows machine. -
By +TRS-80 · Posted
Alphabet Raises $84.75 Billion To Feed Its AI Compute Hunger https://www.techtimes.com/articles/317953/20260607/alphabet-raises-8475-billion-feed-its-ai-compute-hunger-warren-buffetts-berkshire-buying.htm -
By +TRS-80 · Posted
Good point Anti-spoofing protection for cloud mailboxes Anti-spoofing technology in Microsoft 365 specifically examines forgery of the From header field (also known as the 5322.From address, From address, or P2 sender), because email clients show the From header value as the message sender. When Microsoft 365 has high confidence the From header is forged, the message is identified as spoofed. https://learn.microsoft.com/en...g-protection-spoofing-about -
By Nick H. · Posted
I sort of agree with you on that. I had a telescope - a real hefty thing, although only around 500CHF - that got me so fascinated about the stars and planets. I would stare for hours, amazed that I could see the craters of the moon or the rings of Saturn in "realtime" (quotations because, y'know, speed of light and whatnot). A friend of mine has a telescope like the one mentioned in the review, and the pictures are amazing to look at. But there is something missing for me. I may as well just go to NASA's website and look through their gallery. -
By +pmrd · Posted
As opposed to catching bad press because it's the engine's fault? The engine has all the tools a dev needs to optimize their game, Epic isn't gonna hold their hand to make sure they use them. Also, Epic isn't forcing anyone to use Lumen, Nanite or super high resolution meshes and textures. Just because Nanite can render meshes with millions of polygons doesn't mean you should use it like that, in fact, Epic recommends you avoid doing that. Most of the stuttering can easily be fixed by cutting down on unique materials by using master materials, using instanced meshes or combining meshes, generating a thorough PSO cache to allow shader pre-compilation and also managing what must be loaded and unloaded at runtime. It's up to the developer to set all that up properly and no the engine can't do all that for you that's not how any of this works.
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