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Zeitpunkt              Nutzer    Delta   Tröts        TNR     Titel                     Version  maxTL
Di 30.07.2024 00:00:03   191.322      -8    9.327.492    48,8 Mastodon                  4.3.0...   500
Mo 29.07.2024 00:00:00   191.330      -1    9.318.622    48,7 Mastodon                  4.3.0...   500
So 28.07.2024 00:00:03   191.331       0    9.309.563    48,7 Mastodon                  4.3.0...   500
Sa 27.07.2024 00:00:04   191.331       0    9.300.691    48,6 Mastodon                  4.3.0...   500
Fr 26.07.2024 00:00:03   191.331      -1    9.290.684    48,6 Mastodon                  4.3.0...   500
Do 25.07.2024 00:00:01   191.332      -2    9.280.821    48,5 Mastodon                  4.3.0...   500
Mi 24.07.2024 00:00:01   191.334     -76    9.270.150    48,5 Mastodon                  4.3.0...   500
Di 23.07.2024 00:00:02   191.410     -56    9.260.118    48,4 Mastodon                  4.3.0...   500
Mo 22.07.2024 00:00:05   191.466      -2    9.249.533    48,3 Mastodon                  4.3.0...   500
So 21.07.2024 00:00:02   191.468       0    9.240.281    48,3 Mastodon                  4.3.0...   500

Di 30.07.2024 03:02

One of the main things I can't do in the current graphics API is run a 2D renderer within bounded memory, at least without having a fence and readback to the CPU, which could tank performance. The underlying problem can do it, but you need to be able to dynamically dispatch the various parts of the problem and use queues to connect the pieces, which compute shaders can't do. The recent development of work graphs can do queues and bounded memory, but...

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