They had a reveal trailer as part of the PlayStation State of Play back in May, and basically the entire internet collectively lost all interest the moment it revealed that it was a 5v5 hero shooter.
They had a reveal trailer as part of the PlayStation State of Play back in May, and basically the entire internet collectively lost all interest the moment it revealed that it was a 5v5 hero shooter.
For those of you who’ve never experienced the joy of PowerBuilder, this could often happen in their IDE due to debug mode actually altering the state of some variables.
More specifically, if you watched a variable or property then it would be initialised to a default value by the debugger if it didn’t already exist, so any errors that were happening due to null values/references would just magically stop.
Another fun one that made debugging difficult, “local” scoping is shared between multiple instances of the same event. So if you had, say, a mouse move event that fired ten times as the cursor transited a row and in that event you set something like integer li_current_x = xpos
the most recent assignment would quash the value of li_current_x
in every instance of that event that was currently executing.
Bell and Rogers actually don’t share their towers in Canada.
There is analogous functionality for most of it, though it’s generally not quite as good across the board.
FSR is AMD’s answer to DLSS, but the quality isn’t quite as good. However the implementation is hardware agnostic so everyone can use it, which is pretty nice. Even Nvidia’s users with older GPUs like a 1080 who are locked out of using DLSS can still use FSR in supported games. If you have an AMD card then you also get the option in the driver settings of enabling it globally for every game, whether it has support built in or not.
Ray tracing is present and works just fine, though their performance is about a generation behind. It’s perfectly usable if you keep your expectations in line with that though. Especially in well optimized games like DOOM Eternal or light ray tracing like in Guardians of the Galaxy. Fully path traced lighting like in Cyberpunk 2077 is completely off the table though.
Obviously AMD has hardware video encoders. People like to point out that the visual quality of then is lower than Nvidia’s but I always found them perfectly serviceable. AMD’s background recording stuff is also built directly into their driver suite, no need to install anything extra.
While they do have their own GPU-powered microphone noise removal, a la RTX Voice, AMD does lack the full set of tools found in Nvidia Broadcast, e.g. video background removal and whatnot. There is also no equivalent to RTX HDR.
Finally, if you’ve an interest in locally running any LLM or diffusion models they’re more of a pain to get working well on AMD as the majority of implementations are CUDA based.
No. The opposite, in a way. Curse of Knowledge.
Higher pitch is a short sighted adjustment. Wider range, so you can keep your lower registers.
You linked then to the already linked video they were complaining about.