Cryptography nerd

Fediverse accounts;
@Natanael@slrpnk.net (main)
@Natanael@infosec.pub
@Natanael@lemmy.zip

Lemmy moderation account: @TrustedThirdParty@infosec.pub - !crypto@infosec.pub

@Natanael_L@mastodon.social

Bluesky: natanael.bsky.social

  • 0 Posts
  • 36 Comments
Joined 10 months ago
cake
Cake day: January 18th, 2025

help-circle





  • That’s incredibly difficult in compact form factors. Modular frames and connectors would also add weight, etc. So far you can basically replace the SSD and spare parts like the joystick. But I’d certainly like to see them try. We’re not going to see them make the CPU or GPU replaceable, but I’ve seen stuff like electrically activated glue for attaching components like screens while keeping it repairable because it’s easy to release with electrical activation again. Would be cool to see Valve make use of stuff like that.


  • At this stage, it’s likely they’ll move to RISC-V over ARM if they change architecture. Drastically freer licensing would give them more control and fewer headaches.

    Proton isn’t the same as an architecture emulator. It wraps the Windows APIs and translate them to Linux system calls. Translating CPU instructions is more complicated because it’s much more latency and overhead sensitive, and slight architectural differences can drastically blow up performance hits to translation. You need hardware based emulation for some instructions.


  • IIRC the Switch 2 has weaker CPU in exchange for a more powerful GPU compared to the Steam Deck. Considering that console games specifically tend to be more GPU bottlenecked than by CPU, that makes the Switch 2 a bit more future proof since skilled devs will be able to deliver ports with a bit fewer compromises for a bit longer.

    But it’s going to take a while before anybody will see the difference in most games, because neither of them will be pushed to their limits in (officially supported) games for a while. Most games that run on the Steam Deck are just running with adjusted graphics settings, not hardware specific tuning.









  • The main thing I want, besides higher performance, is higher resolution to increase readability. Do something like what Apple did when they introduced their ultra high resolution monitors - present it as a standard resolution monitor to software, but then let the OS handle stuff like font rendering at full resolution and overlay it.

    That way you don’t cause a performance hit from games rendering more pixels than what’s necessary for a small screen in 3D scenes, but the detail you do need is there to see. They should work with game engine developers and get the OS side support of it upstreamed to the Linux graphics stack (presumably the game mode window manager Gamescope would be the first place to build it into). It would work in parallel to the upscaling algorithm for the rest of the frame buffer.

    Stuff like puzzle games and platformers, etc, could even have game engine support for tagging certain assets and object edges and symbols for higher resolution rendering, not just for fonts, so it’s easier to see the important things. You could even do stuff like render faces specifically at higher resolution and do the rest at low res with upscaling.


  • You can make Linux load balance over two network connectors, but usually it prioritizes one network adapter for all traffic based on a scoring algorithms (wired and high bandwidth gets most points).

    You can manually set a priority too, or route specific traffic (based either on destination, protocol, or source program, etc) to a specific adapter. Some programs (like KTorrent) are capable of using multiple adapters without any specific config (which is why I was able to run torrents one time while literally nothing else worked with an old 3G internet dongle) .