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Cake day: June 14th, 2023

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  • Memory safety is just a small part of infrastructure resilience. Rust doesn’t protect you from phishing attacks. Rust doesn’t protect you from weak passwords. Rust doesn’t protect you from network misconfiguration. (For that matter, Rust doesn’t protect you from some group of twenty-year old assholes installing their own servers inside your network, like you say.) Protecting your estate is not just about a programming language.

    “Infrastructure”, to me, suggests power, water, oil and food, more than some random website. For US infra, I’m thinking a lot of Allen-Bradley programmable logic controllers, but probably a lot of Siemens and Mitsubishi stuff as well - things like these: https://www.rockwellautomation.com/en-us/products/hardware/allen-bradley/programmable-controllers.html.

    Historically, the controllers for industrial infrastructure (from a single pumping station to critical electrical distribution) have been on their own separate networks, and so things like secure passwords and infrastructure updates haven’t been a priority. Some of these things have been running untouched for decades; thousands of people will have used the (often shared) credentials, which are very rarely updated or changed. The recent change is to demand more visibility and interaction; every SCADA (the main control computer used for interactive plant control) that you bring onto the public internet so that you can see what it’s up to in a central hub, the more opportunity you have to mess up the network security and allow undesirables in.

    PLCs tend to be coded up in “ladder logic” and compiled to device-specific assembly language. It isn’t a programming environment where C has made any inroads over the decades; I very much doubt there’s a Rust compiler for some random microcontroller, and “supported by manufacturer” is critical for these industries.


  • Taiwan’s a small-ish country of about 24M people, and also probably the number one producer of advanced semiconductors. Their family tree is basically “rich bastards that own things”; neither Lisa Su or Jensen Huang inherited their firms, but “work your arse off until you’re at the top” looks to be a closely-held family value. So yeah; surprising, but first-cousin-once-removed isn’t that close, and they’ve both got some seriously wealthy closer relatives in diverse fields.


  • addie@feddit.uktoRetroGaming@lemmy.worldThe deed is done.
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    20 days ago

    Well, there’s your problem. You’ve plugged a Romantic Robot into the place where your Kempston joystick should be. Never going to win at Daley Thompson’s without perfecting your waggle. Also, the Speccy will probably crash from hammering the keyboard if you try.

    Midnight Resistance is one of those weird games where the first level is the hardest; it’s not too bad to finish it if you do the first bit. Fair play on Robocop, though - that’s a hard game.


  • AI does give itself away over “longer” posts, and if the tool makes about an equal number of false positives to false negatives then it should even itself out in the long run. (I’d have liked more than 9K “tests” for it to average out, but even so.) If they had the edit history for the post, which they didn’t, then it’s more obvious. AI will either copy-paste the whole thing in in one go, or will generate a word at a time at a fairly constant rate. Humans will stop and think, go back and edit things, all of that.

    I was asked to do some job interviews recently; the tech test had such an “animated playback”, and the difference between a human doing it legitimately and someone using AI to copy-paste the answer was surprisingly obvious. The tech test questions were nothing to do with the job role at hand and were causing us to select for the wrong candidates completely, but that’s more a problem with our HR being blindly in love with AI and “technical solutions to human problems”.

    “Absolute certainty” is impossible, but balance of probabilities will do if you’re just wanting an estimate like they have here.









  • Not that I disagree with your point about walled gardens, but “better” hardware for a handheld gaming machine needs to have a decent balance between performance and battery life. Longest plane or train journey that I’m likely to take is about five hours, and I’d need to rate any gaming hardware on the ability to run for that length of time. On that basis, the Switch is pretty much optimal. My phone has a higher resolution and can probably push more frames, but it would run hot for about forty-five minutes maximum. Plus, I’d then not be able to make calls or listen to tunes at my destination.

    Steam deck would probably be a better choice, though. Fuck Nintendo.


  • DLSS2.0 is “temporal anti-aliasing on steroids”. TAA works by jiggling the camera a tiny amount, less than a pixel, every frame. If nothing on screen is moving and the camera’s not moving, then you could blend the last dozen or so frames together, and it would appear to have high resolution and smooth edges without doing any extra work. If the camera moves, then you can blend from “where the camera used to be pointing” and get most of the same benefits. If objects in the scene are moving, then you can use the information on “where things used to be” (it’s a graphics engine, we know where things used to be) and blend the same way. If everything’s moving quickly then it doesn’t work, but in that case you won’t notice a few rough edges anyway. Good quality and basically “free” (you were rendering the old frames anyway), especially compared to other ways of doing anti-aliasing.

    Nvidia have a honking big supercomputer that renders “perfect very-high resolution frames”, and then tries out untold billions of different possibilities for “the perfect camera jiggle”, “the perfect amount of blending”, “the perfect motion reconstruction” to get the correct result out of lower-quality frames. It’s not just an upscaler, it has a lot of extra information - historic and screen geometry - to work from, and can sometimes generate more accurate renders than rendering at native resolution would do. Getting the information on what the optimal settings are is absolute shitloads of work, but the output is pretty tiny - several thousand matrix operations - which is why it’s cheap enough to apply on every frame. So yeah, not big enough to worry about.

    There’s a big fraction of AAA games that use Unreal engine and aim for photorealism, so if you’ve trained it up on that, boom, you’re done in most cases. Indie games with indie game engines tend not to be so demanding, and so don’t need DLSS, so you don’t need to tune it up for them.


  • For something that doesn’t run continuously, like eg. a refrigerator, then an average daily usage is more useful, no? “This product draws 1.5 kW with a duty cycle of 0.08” doesn’t really help when comparing efficiencies of potential purchases, you’d need to convert it to electricity consumed in a set period anyway.




  • So far we’ve had “amazing Fallout RPG on a janky engine” when (Black Isle / Obsidian) developed it, and “bland Fallout RPG on a janky engine” when Bethesda have developed it. Having both great writers and a decent engine would be amazing for Fallout, although just Obsidian and their Pillars of Eternity engine would be perfect with me.

    Larian have said that they’d like to get away from DnD 5e after working on BG3 for so long, so I’m assuming they won’t have licensed Pathfinder either. If we take the set of all possible IPs and strike out those two, then that must make Fallout more likely. (Albeit not very likely.)


  • That’s absurdly high resolution for 1994 - it should be at 320×200, although with the “slightly rectangular” pixels that you get in DOS.

    I think some of the magic of Doom gets lost in higher resolutions. The odd badly-aliased pixel gives the impression of glinting light, which it obviously does not have, and some of the mysteries of the enemies is lost, since normally they’d just be a few pixels unless you’re dangerously close to them. Gives the impression that it’s more animated than it is, since it would always be shifting. Modern ports will let you mouselook and things as well, which makes it crazy fast; not that you were exactly slow at turning around, back in the day, but you did need to play it in a more considered way.