4080 12GB did its task. It send the gamers a message that do not wait for cheaper 40 series cards go by 30 series now. Now the best thing Nvidia can do is wait until navi 3 has launched and release 4070 ti with same specs but decide price point based on what AMD has set to their cards.
> It send the gamers a message that do not wait for cheaper 40 series cards go by 30 series now
Jensen mentioned this with the Q2 earning statements [1][2], that pricing would be set to sell old (30 series) inventory:
> And so our first strategy is to reduce sell-in in the next couple of quarters to correct channel inventory. We've also instituted programs to price-position our current products to prepare for next-generation products.
> ... we've implemented programs with our partners to price-position the products in the channel in preparation for our next generation.
Indeed, apparently Nvidia misjudged the GPU forecast and the crash of crypto mining on GPUs and ended up with a ton of stock. Apparently AMD was more accurate, so here's hoping AMD beats Nvidia to the punch at the $300, $400, and $600 price points.
That 12GB 4080 had compute bit above 3090 ti.
But memory bandwidth between 3070 and 3070 ti.
If it the cache hit rate is similar to Navi2 of similar size. It would have effective bandwidth similar to 3090 in 1440p and way above any previous gen card in 1080p but at 4k it would be around 3070 ti territory in terms of memory bandwidth.
So a great 1440p card natively and to those who are willing to use DLSS to upsample from that to higher resolutions.
What had me worried is that the 4080 12GB has a 192 bit wide memory interface, same width as the RTX 3060 and less than the RTX 3060 Ti.
Sure they worked on the caches to improve performance, but I always worries that some games will do poorly with the caches and have terrible performance. After all it's the lowest frame rates that are most noticeable, not the max or average.
Charging $900 for a RTX 3060 memory width is insane.
Here's something to consider. The cells that affect sleep are in such direction that the light coming from overhead has highest effect on it. Oh. And about using phones or computers close to night time, its not necessarily about the light. If you have too much mental or emotional stimulation near sleep time that would definitely harm your ability to sleep. And by mental stimulation, it definitely includes games where being few milliseconds slower means dying in the game.
Something about all pages being under limit the limit instead of every page being under the limit changes the exact meaning to something that I cannot agree with. Which was the meaning I replied below and then wrote this after realizing you might of meant every when you wrote all.
Lets say you write a daily blog. A single A4 of text contains on average 3000 characters, your posts average slightly above that by being 4000 characters.
How long until the text content alone is above the 1MB limit.
I doubt you can find a single text blog on a specific topic that wouldn’t be improved by limiting it’s total text to 1MB.
Being more verbose is generally just poor writing. Now, using a separate website per topic seems like a silly limitation, but the more topics being discussed the less relevant the discussion.
The old site looked liked it's exported from org-mode files. New site looks less like that. Probably still done by exporting the same org files in emacs.
The workflow to build that site is completely different from what most web designers are accustomed.
Can confirm, this is an org file export. Much of the difficulty here was the hackery involved 'escaping' the restrictions of the generated HTML. For example, take a look at this: "margin-left: min(calc(0px - var(--body-left) - var(--body-padding)), calc(30rem - 50vw - 0.5var(--body-left) + 0.5var(--body-right)))". That took a while, and some head scratching :P
That's cool, but why are you calculating CSS attributes dynamically at export time instead of just writing a stylesheet and putting that in an export theme? Separating presentation from content, etc.
The use youtubeDL for music would probably fit the fair use in Finland. The fair use allows personal copies of legally licensed material but not redistribution of said copies to third parties. It has been used to defend a service where ISP records the specific shows from TV like a VCR and streams them to customers at different time. The ISP:s and representation of copyright holders made a compromise to avoid legal battle, where ISP:s limited the storage duration of said recordings to two years. ISP:s still had service they could sell, and avoid unnecessary legal battle.
I'm not a lawyer. So not expert on matter, but just educated local.
Sounds to me that they needed to move people from Starcraft team to making mobile version of Starcraft for the Chinese market.
They also recognize, that Starcraft is such a phenomena that marketing dollars to get equivalent exposure any other way is going to be a lot more expensive than keeping a small team which keeps it alive.
Have they made hints of making a mobile version of sc? Are there any similar style games on mobile at the moment? It would seem pretty difficult to move this kind of game to mobile.
That's the Blizzcon 2018 Diablo Immortal reference...
Shouldn't take it's literal interpretation as gospel.
But overall direction of company seems to be making mobile games for Chinese market.
Just that new and shiny is here doesn't mean the old system became slower. The compilation improvement of 9%, for me it means that most important thing didn't get significantly faster. Unless the Phoronix tests on compiling Apache show better results than AMD:s GCC compilation. (Apache scales badly with threads so, I use that as rough approximation of making change in a file or two and then recompiling only what's affected by the change.)
Using 4k 60hz tv as monitor means CPU gaming performance improvement doesn't matter for 99% of titles as it is limited by either the Screen or GPU.
On the other hand people who have older CPU:s this is really nice increment in addition to previous improvements. A single generation improvement doesn't feel large enough to really matter. Except for professional Gamers with ultra fast GPU:s and monitors, trying to compete for prizes.