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Joined 2 years ago
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Cake day: June 10th, 2023

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  • Nevermind, I just tried it with proton-em and remembered what happened last time. It can be turned on but it looks like a grayscale filter on the screen so it’s better left off.

    Also tried control with proton-em but the hdr looks super wrong on that game now but not sure if it is because proton em or if the new built in hdr setting is not as good as the hdr mod that I used to use

    Edit: just tried with witcher 3 too, never tried it before but it is also desaturated, maybe a bit less than crysis tho. Also with hdr enabled framegen started artifacting like crazy

    Edit 2: Oh shame on me, should’ve rtfm. It requires enabling hdr wsi on nvidia drivers. Everything works now



  • I have and they are not addressed, that’s why I commented as such. How would I know that one of the reasons you think <> are hard to read is because they are used as comparison and bitshift or that you intended () to be indexing syntactic sugar if I hadn’t read them? As for the second, I didn’t think how different languages managed to parse them matters as long as it doesn’t impact compilation times significantly, hence my comment.



  • Also dropping here the list of contrarian views op listed in the next article:

    Language Design: Popular, but Wrong

    1. static members
    2. properties
    3. <> for generics
    4. [] for arrays
    5. Type ident instead of ident: Type
    6. having if-then-else and switch/case and a ternary operator
    7. having both modifiers and annotations
    8. async/await
    9. separate namespaces for methods and fields
    10. method overloading
    11. namespace declarations doubling as imports
    12. special syntax for casting
    13. using cast syntax for things that are not casts
    14. requiring () for methods without parameters