37,790 karma · joined September 7, 2019
Sad to see an otherwise good comment end with a misconception. The problems with the performance is much grander than just "teeth rendered but not visible" (https://blog.paavo.me/cities-skylines-2-performance/), although I guess it's a illustrative point. Missing LODs and lack of culling are the grander issues.
If you're expecting a company with "Open" in it's name to want to make anything close to "Open", you've lost.
The new trend is to make the company name as different as possible from what you want. OpenAI is all about vendor lock-in, which should be clear from the name, so everything they do will try to lock you further into their ecosystem.
Edit: That's what I get for reading the comments before the article... "GPTs" is actually a new thing they introduced, where you can create your own "GPT" somehow, not just pluralization of GPT as we've know it.
That's some really messed up naming if anything. But regardless, parents comment makes a lot more sense now.
Why even allow them to turn it off for this? The footage will be automatically overwritten or deleted at one point anyways.
With great power comes great responsibility, and if you're not ready to sacrifice a bit of your privacy in order to be able to legally murder people, maybe you shouldn't be the one who gets put in that position.
I'm guessing you're using these separately right? Not together?
Some of these people don't have any homes anymore, literally. Some places have been pretty so extensively damaged that you're not able to live there anymore.
We need both, help for refugees that have nowhere else to go, and more dialog to end the conflict.
This applies to all conflicts.
Tree history of chat messages would be great as well. Their data structures already seem to support it/made for it, so probably coming soon.
Short answer: No
MY_GPIO.borrow(cs).borrow().as_ref().unwrap().odr.modify(|_, w| w.odr1().set_bit());
or let mutex = MY_GPIO.borrow(cs).borrow().as_ref().unwrap(); mutex.odr.modify(|_, w| w.odr1().set_bit());
Both of those ways are really horrible, and differ almost nothing. I understand and know why it looks like it does, but having to jump through all that mental gymnastics just to understand/write one line is why Rust is just overly verbose for a lot of things.I'm not sure if that's a example from reality, it cannot be real that people are allowed and do drive trains over those "rails"?
So if you want to write/edit/admin Wikipedia articles about those "touchy" things, you might want to do so under anonymous identity, as otherwise it can really make things difficult for you.
Otherwise I guess you could ask people for the savegames of almost broken cities and try to rescue them?
Back in the day, games just had one version of each model, that gets loaded or not.
Nowadays, games with lots of models and huge amount of detail lets each model have multiple different versions, with their own LOD (Level of Detail).
So if you see a tree from far away, it might be 20 vertices because you're far away from it so you wouldn't see the details anyways. But if you're right next to it, it might have 20,000 vertices instead.
It's an optimization technique to not send too much geometry to the GPU.