Recent submissions

Comment · 6 months ago
Words do mean something, and you could have taken 5 minutes of research to make a reasonable counterclaim

Tesla has an insane PE ratio because it’s a casino stock (~350x). As a comparison, NVIDIA IS 40x. SpaceX Is projected to be 300-500x. These are fantasy, completely unrealizable valuations. Similar to Enron, and Enron was over 70x. Enron wasn’t some surprise either.

Typically when PE gets out of whack, market analyzers dig into what is happening because it’s usually chicanery. No longer. Everyone is along for the ride.

Comment · 6 months ago
On point #2, they are trying to do that right now. If spacex is fast tracked into the indices, passive investors via index funds will be forced into buying.
Comment · 7 months ago
100% this, it's fucking insane
Comment · 7 months ago
Somehow he's flipping $1T SpaceX + $250B xAI (which is now apparently a pile of trash, according to Elon) into a $1.75T IPO because all of the insider investors think they can get away with it, and they are probably right
Comment · 8 months ago
> And that the result will be Iran becoming a democracy that fully joins the global community.

You can hope that (and I can hope that), but the powers that are driving this military action completely do not care about this outcome. Which makes it exceedingly difficult for me to think this will happen.

I know the US proxies keep blabbering about 'regime change', but there's zero intentionality behind the political work to do that. My guess is balkanization, which won't really go how the US/Israel wants it to go

Comment · 9 months ago
What do you like to use instead? I’ve used the aider leaderboard a couple times, but it didn’t really stick with me
Comment · 9 months ago
I know enough people at Apple who are at the mercy of the overlord design teams, and it sounds exactly like what you described
Comment · 1 year ago
I’m being earnest: what is an appropriate level of computer architecture knowledge? SIMD is 50 years old.

From the resource intro: > Expected background: We’re going to assume you have a basic understanding of LLMs and the Transformer architecture but not necessarily how they operate at scale.

I suppose this doesn’t require any knowledge about how computers work, but core CPU functionality seems…reasonable?

Comment · 1 year ago
As a real time rendering engineer, this is how it’s always been. NV obfuscates much of the info to prevent competitors from understanding changes between generations. Other vendors aren’t great at this either.

In games, you can get NDA disclosures about architectural details that are closer to those docs. But I’ve never really seen any vendor (besides Intel) disclose this stuff publicly

Comment · 1 year ago
They “learned” this trick from their consumer days. Devs always had to reverse-engineer the hypothetical scaling from their fantasy numbers
Comment · 2 years ago
I appreciate this perspective, good points, thanks
Comment · 2 years ago
(New to comment thread) The article is about setting up all the core infrastructure to start bringing content into the engine, validated by the triangle.

Even tho the Vulkan tutorial might seem like work, it’s not actually preparing you to build anything significant on top of it. This just an overview of the API, not much of a building block.

Comment · 2 years ago
Oh great, you’re piling onto the obtuse pile
Comment · 3 years ago
Don’t you think this is already happening for most AAA production tech? Most high performance real-time stuff does go top-down. Mid-core stuff or art tooling might be fine with bgfx (or this I guess).
Comment · 3 years ago
That's an interesting idea. I wouldn't really call the Raster Block a 'queue' in most GPUs. The most queue like thing is the buffer used to store non-position exports from VS, but then those are interpolated before dropped off into PS. There's a lot of fixed function machinery to convert vertices into fragments (setup, cull, clip, rasterize, early Z/S).

And that's not even considering the vast differences between AMD and NV here. And then there are the mobile GPU constraints.

Still, would be fun to export more of the controls here. If you have access to a console devkit, some of these knobs are exposed.

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