Ayran 😋
- 68 Posts
- 1.5K Comments
Spot on
3%. Can’t really find any higher. I haven’t cared to investigate but there is a sweet spot in temperature and freshness that also massively changes the result
Na just meant that’s a crazier taste than mine
You win
In my mouth
Lojcs@lemm.eeto
Unpopular Opinion@lemmy.world•Aux doesn't belong on smartphones anymore.English
21·5 months agoWhy do these threads keep assuming everyone has high quality aux headphones lying around and nobody has wireless headphones, almost a decade after this trend started? Even assuming you don’t have a prior investment in earphones, unless you’re fine with the shitty bundled earbuds you need to buy new stuff regardless of the connection.
Lojcs@lemm.eeto
PC Gaming•Games run faster on SteamOS than Windows 11, Ars testing findsEnglish
6·5 months agoIs this an actual concern or a theoretical one? I think I heard that some nvidia specific features don’t work out of the box in some games but never heard issues due to wine ‘not implementing something’. I feel like that would just cause a crash, no?
Lojcs@lemm.eetoUnited States | News & Politics@midwest.social•Increase in Young Progressives Signing Up to Run for State & Local Office Following Zohran's Massive Overpeformance Tonight
21·5 months agoHow much money you have is about capabilities, no?
Lojcs@lemm.eeto
Technology@lemmy.world•The bizarre, dismal page you see if you open YouTube without an account.English
54·5 months agoYou too can get his by disabling history
It adds hdr support to vulkan drivers that don’t have hdr support I think, it used to be a thing for all gpus but I assume nvidia’s implementation is faulty somehow
Lojcs@lemm.eeto
Are The Straights OK?@lemmy.blahaj.zone•The manosphere is very normal.English
6·5 months agoMister fantatic, iceman, spiderman, havoc, harry potter and cyclops
Apparently hdr wsi is still required on nvidia, my problems went away once I enabled that
I have no idea about c/c++ statics, does c even have statics? What kind of a scope could statics even have?
I’m very much novice myself and I never liked the idea of trusting the compiler with figuring out the correct overload and neither do I like not being able to tell which version of a function is being called at a glance. Named constructors ftw
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’m assuming static members are bad because globals are bad
“[] for arrays” is because they want to reserve it for generics once <> is retired
I think the oveloading thing is about the c/cpp thing where you can define the same function multiple times in the same namespace which yeah sucks imo
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.
What game is it? Wanted to know because I’m having the same iszue with crysis 1 remaster
Also dropping here the list of contrarian views op listed in the next article:
Language Design: Popular, but Wrong
- static members
- properties
- <> for generics
- [] for arrays
- Type ident instead of ident: Type
- having if-then-else and switch/case and a ternary operator
- having both modifiers and annotations
- async/await
- separate namespaces for methods and fields
- method overloading
- namespace declarations doubling as imports
- special syntax for casting
- using cast syntax for things that are not casts
- requiring () for methods without parameters










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