Although to be fair it is not like Windows in general supports HDR well for desktop use anyway, SDR colours are way too DIM like brightness is at 25%
217 karma · joined February 19, 2018
Website: adipa.me
Although to be fair it is not like Windows in general supports HDR well for desktop use anyway, SDR colours are way too DIM like brightness is at 25%
Even at the higher end of closed back headphones, there is a still a decent bit of noise leak.
I've Had V-Moda mic in the past, as well as Sennheiser and Beyerdynamic headsets with boom mics.
It usually isn't a problem with the relatively low volumes in a meeting, but any other time the noise leak is enough to get reliably picked up on recordings etc...
Its not really a new problem, scraping the web and similar for monetary profit has been a thing for decades, but it feels worse in some ways? At least I certainly have paused and had more of a reluctance to making minor things available with no strings attached than I historically have been.
Same goes for writing into sites like HN or Reddit really.
Perhaps that is being selfish, after all there is some value in documenting things for other humans to find out about, maybe time-capsule of a blog is a better fit for this? Although blogging about anything particularly niche / context heavy is likely irrelevant a few years on.
EDIT:
[1] As in not help them even in a minuscule way, anymore than has already been done with them buying / scraping any public content already written.
The reasoning I've heard is since Epinephrine constricts blood supply to the region and you can kill the tissue in an area with small blood vessels like your fingers.
Anyone aware of what the risks of a spray would be in similar contexts? I imagine stabbing a finger is not a risk here, but what about the spray getting anywhere other than the nose like in eyes etc....
EDIT: Looking at the product page https://ars-pharma.com/product/ it looks a lot like a Naloxone nasal spray so, I suppose its easier to position it in nose (not an inhaler like thing as I was imagining).
Eh, its something you poured a fairly significant portion of your life into?
You best brag about it whenever you get the chance :P
> (i.e. if someone were to gain access to a running Kubernetes container)
right? Since those would still be secrets available in the env.
I get that if someone has access to read your envvars, its a foregone conclusion already (about how compromised you are).
However IIUC, the part of the point of doing things in memory with reading secrets (like with a Secrets Manager, is to eliminate having to keep secrets around as envvars/secret files in the runtime?
Whereas Elastic license is about, "you must not deliver this software over the network as a cloud service".
The things the Elastic license is trying to prevent seem very different to me?
> For studios or companies purchasing more than ten Unreal Subscription seats, Epic Direct Support will be available to purchase for an additional $1,500 per seat annually.
So ballpark that to a minimum yearly spend of about $18k in order to access the UDN (what is referred to there as Epic Direct Support)?
This is interesting since normally the terms for what it would cost to get UDN access are not public and instead requires you to reach out to Epic first.
Its really not clear what features like:
- "Performance/Load Testing"
- "Load Data from File for Collection Run"
etc..., are since there is no mention of those in either an upcoming features page or documentation.
Seems risky if you are dipping your toes into something you do not have a deep understanding of the product market for.
Anecdotally I've seen with video games (the communities tends to be very vocal and somewhat centralized?), where inexperienced developers promise things that are realistically way beyond the capabilities, or promise things too early based on their honeymoon period for rough implementations. Then suffer on the other end when they fail to meet roadmaps or delivery of features at all.
It seems like an even worse situation with serious software with asks for larger amounts of money? Then again maybe this strategy can get away with it, because there is that lack of cohesive communities with some degree of group think who would get up in arms over bad promises?
IIUC the reason HTML5 was dropped in the first place was for the big render re-work that went on during 4.27 + 5.0. So now seems like a good time to add modern WebGPU support back.
Do have to ask, isn't your business model for "theimmersiveweb" built around this WebGPU capability? Providing that tech to others or making your site a marketplace for web games?
Isn't it still common to find as a significant part of most on-premise deployments?
Is this actually true or do the people here who say "it lacks a display" mean something else? That it's not suitable for VR or non overlay applications?
+1 to Cyberchef, its awesome. If you really have qualms about the URL its trivial to re-host / serve it to yourself offline.
My favorite part is whole recipe feature (Cyberchef builds a URL with the configured processors you use to process data).
I find myself using that a ton to share XPath / JPAth expressions type work with sample data to others by sharing that URL.
Games require a lot of consistent output and theming in their assets to make it work, not exactly suitable for piecemeal contribution built with different asset pipelines and quality.
What is interesting to see is how a lot of fan remaster projects have this problem to a much lesser degree. Having the touchstone of a shared love for the original makes it much easier to organize and get people to stick around and agree to someone's vision.
I feel like its an unfortunate consequence of having a good package manager which encourages proliferation of too many very small dependencies.
Similarly for Rust, I figure CLion is the best bet?
You would use the LLDB debugger backend similar to your C/C++ projects you would work on with CLion.
Quite a few rust projects do touch or at least reference C projects etc...
I got the impression the HTML5 with WebGL platform was removed at least partly to minimize the scope of work with some of the large renderer changes Epic has made between 4.26 and 5. So now does seem like the right time for them to try to tackle the problem again.
Yes I get that its not sensitive information, but as this demo demonstrates it can fingerprint people who might not be unaware re: this quirk of SSH's coupled with this part of the Github API.
A lot of it has to do with determinism over the network IIUC.
AFAIK there is quite a bit of examples from security labs where malware authors aren't necessarily identified but at least fingerprinted based on naming conventions, patterns they use across multiple projects etc...
That sort of fingerprinting could expand to correlating someone's anonymous software projects to other examples of code elsewhere (ex: if they contribute to source available stuff).
re: the example project you mention specifically, it does feel like using tools like that almost as a linter for natural language would be a fingerprint in itself.
EDIT: As far as OPSEC goes, a fun tidbit. A friend of mine identified a PR I submitted anonymously to them, simply because of the style of PR comments I made.
Definitely have heard of it for older piston prop planes, especially from the early 2000s, which I always understood is partly a mix of factors re: the affordability of GA piston planes, how common it was to fly without IFR training etc...
I would imagine with turboprops like the TBMs, quite a few factors filter out their ownership by folks who aren't IFR trained, + the fact jets are as I understand generally inspected with much more rigor on more frequent basis?
> maybe that's legacy now
No as far as I'm aware it continues to be a thing, to assist in keeping on glidepath.
The lineup system is for aligning to center line (horizontally relative to carrier's deck) from a distance. I did find it odd that there is barely any mention of it outside some internet forums, the closest to an authoritative source I found was this https://www.cnatra.navy.mil/local/docs/pat-pubs/P-816.pdf (see Page 24)
Flashing to indicate how much of a correction needs to be made and turning yellow once on center line.
Incidentally I couldn't find much information on this "Long range laser lineup" outside of DCS where I've heard of this first, a bit odd considering the other landing system for glide slope is fairly well documented.
Both profiles are well worth a scroll through if you have any interest in sim-lite games. Really like the breakdowns on old school simlite games and what really made them fun (since it wasn't strictly a matter of realism = better).
That way if there is a failure to launch its contained inside the VLS cell instead of potentially covering the decks in missile components.
Although I suppose a cold launch has a good chance of throwing a failed missile off the deck and into the sea if its at any angle.
> The short movie demos aren't impressive. It's embarassing when half your keynote is a group of artists explaining how they spent 6 months re-writing half the engine to render something that they could made in Maya in a week.
Really wish Unity stopped being recommended as a great first choice for hobbyists with a bit of programming experience in general. In my experience I've found it a lot harder to get going with it, and requires dealing with a lot of systems which are in various stages of deprecation or early access compared to UE.