Recent submissions

Comment · 12 hours ago
Saw your post on Reddit and the positive feedback. Unfortunately in a world of AI, it's trivially easy to copy a game concept.
Comment · 1 day ago
Very fitting that California be at the forefront of narcotic research
Comment · 2 days ago
Comment · 2 days ago
Yeah at this time intel was just releasing their quick sync tech and a few vendors were putting 4 intel cpus on a pcie board and using it for video encoding! Matrox also had a considerable piece of this business doing video compression and editing/compositing using bespoke processors and boards.

Despite being more "power efficient" - both nvidia and intel's hardware solutions left a lot to be desired in terms of final quality for the same bitrate, compared to x264 that seemed to just put out substantially better quality video for the same bitrate even at the same h264 profile levels. There are still lots of x264 design elements, some even verbatim ported, into modern av1 and hevc encoders.

Comment · 2 days ago
There are some interesting advances in neural video encoders and decoders - I suspect it will look a lot like the neural models in DLSS 5 for compression -> decompression/reconstitution. There have been some lossless text-compression neural models built that seem to surpass even high level compression algorithms so with time those could get there.
Comment · 2 days ago
It's still magic
Comment · 2 days ago
Had the pleasure of working with Jason Garrett-Glaser (better known as DarkShikari) circa 2011 on a patch for x264 to better utilize more cores (slice-threaded lookahead). At the time he was working with Sony to optimize their PlayStation game streaming service, and this had the potential to lower encoding latency (critical to game streaming) even on same-core systems by spreading the frame over more cores to do more parallel work, and doing more intelligent scheduling and convergence after that tile-based work was reconverged into a frame. At the time we were using servers with 48 physical cores to do transcoding, a bit of a rarity in a single NUMA space back then and there were no instances to test this on so I flamegraph traced a few encodes at very high thread parallel counts and send back the instrumented profiles (from a custom compiled version) showing the core work being done and he used that to optimize the motion estimation code which worked on the first shot to perfectly level out cpu usage and increase encoding speed across ~24 cores (was previously topping out around 8 and running one core hot iirc). I got a look into how exotic and complex this project was, particularly in terms how low level and advanced things like motion estimation, quantizing and perceptual compression were... it was and still is sort of magic how many smart techniques are baked into something that we barely pay attention to. They were, even at that time, working on x265.

His blog, Diary of an x264 developer, was a great read too for anyone wanting to get a vantage point on how crazy that codebase was.

[1]https://github.com/mstorsjo/x264/blob/master/doc/threads.txt

(edit: was Gaikai that was acquired by Sony in 2012 and is the basis for PlayStation Now)

Comment · 3 days ago
Our PCBa manufacturers in Dongguan and Shenzhen are like 2 days end to end for prototypes on small sized boards (40mmx20mm 30 component single layer) and at scale after prototyping is done they're incredibly cost effective.

Do you see these costs coming down further with mature automation or process improvements?

Comment · 3 days ago
We need this for fab runs
Comment · 3 days ago
Resin printing has its place but it's terribly messy and the FDM printers are getting so good these days it's basically trivial to print even complex multi part prints.
Comment · 5 days ago
Comment · 6 days ago
Citing full precision benchmarks then just going with 4 bit quants
Comment · 15 days ago
honestly both companies are getting good exposure here for relatively low lift on behalf of space-x team (it's a compressed air tank, nozzles and actuator valves).
Comment · 15 days ago
Comment · 15 days ago

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