r4m0n changed the topic of #kspmodders to: Technical discussion ONLY (KSP related or not), for random shit-talking, join #shitshow (seriously)
<Orum>
how is that different from heat pipes and/or pumped liquid cooling?
<Orum>
jesus GPUs are fast... sums 2M doubles in ~188us
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<GlassYuri>
so this school year we have an algorithm class which sounded pretty cool
<GlassYuri>
except that it's java teacher
<GlassYuri>
"today we'll learn about what a struct is" explains how to create a visual studio project for the 3rd time and then gives us FIVE FUCKING MINUTES to do it
<Orum>
LOL
<GlassYuri>
I came in a bit late and the first PC I tried to use didn't boot (well it booted into windows update but we only have three hours)
<GlassYuri>
still no problem getting along with class
<SilverFox>
if you take longer than 5 minutes to make a struct then you aren't college/university level
<GlassYuri>
SilverFox, to be fair there are a lot of people here whose only introduction to programming was last year's java class
<Orum>
I assume he had to do more than make a struct
<GlassYuri>
we haven't created the struct yet
<SilverFox>
also, java has structs?
<GlassYuri>
java has nothing, this is C++
<SilverFox>
ahh thought so
<SilverFox>
was quite sure java told structs to fuck off
<SilverFox>
which is rather sad
<SilverFox>
because fuck the memory overhead of a class
<GlassYuri>
SilverFox, are you aware of the new struct/parallel array based unity framework?
<SilverFox>
no
<SilverFox>
does it make structs better?
<GlassYuri>
it makes unity faster
<SilverFox>
interesting
<GlassYuri>
they have a demo with 100k units firing arrows at each other
<SilverFox>
each unit should be a struct by nature
<SilverFox>
now, did they show same-machine comparisons?
<GlassYuri>
they go beyond that, like storing some values in parallel arrays to avoid the memory overhead of loading the *whole struct*
<SilverFox>
huh
<SilverFox>
so like a cache system for the struct arrays?
<GlassYuri>
they have a NativeArray<T> and a few other collections optimized for performance
<SilverFox>
but what are the performance numbers for this?
<GlassYuri>
not sure
<SilverFox>
lemme see some timings
<GlassYuri>
look up unity 2018.1, it should be out there
<GlassYuri>
...what is the C++ naming convention for structs? I bet there's like twenty variants but
<Orum>
anyone willing to run some benchmarks for me on your CPU/GPU?
<SilverFox>
how convenient are the benchmarks?
<GlassYuri>
not on my own hardware right now
<SilverFox>
I got a GTX 1060 and a ryzen 1700
<Orum>
do you run windows and does it support OpenCL1.2?
<GlassYuri>
also the result would be slooooow
<SilverFox>
yes and idk probably
<Orum>
then it's easy
<Orum>
hold on
<Orum>
oh shit, I need to fix this so things can run on a CPU
<SilverFox>
ya better not brick me
<Orum>
I won't
<SilverFox>
lol
<SilverFox>
I also overclocked to 3.75Ghz
<Orum>
well
<Orum>
if you get errors, you'll know why
<GlassYuri>
ya know if you need a comment to explain #include <iostream> every time you use it then you should probably put a post it note on your monitor just quit programming
<GlassYuri>
*or just
<Orum>
actually sf your hardware is almost identical to mine
<Orum>
so the benchmarks probably won't be terribly useful :\
<Orum>
I have a 1070 instead of a 1060 and the same CPU :|
<Orum>
fuck it, I'll just run them at work
* Orum
will bbl
<GlassYuri>
also what do y'all think of visual scripting
<GlassYuri>
seven fucking hours into the c++ class, pointers are first mentioned
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<Orum>
cout is weird when dealing with doubles (and perhaps floats to) as even if you setw(11), if you have a value like 1.00000000001 it still just prints "1"
<SilverFox>
well I'd see that first value as a floating point error and just output 1
<Orum>
well it is error but it's not something that should just be swept under the rug, because it has no way of knowing that it's error
<Orum>
so to get it to print error I have to subtract one from it and then print that...
<SilverFox>
when would you ever realistically get that value for real?
<Orum>
100000000001/100000000000
<SilverFox>
mmmmmmmmmm
<Orum>
more relevant perhaps would be frame rates which are often /close/ to 24 or 60 but not actually those values
<Orum>
they're still a far cry from that small of a gap but still, it shouldn't be left to cout to guess what is and isn't error
<Orum>
hexfloat at least exposes the real values
<Orum>
well, sort of...
<SilverFox>
wait
<SilverFox>
hexfloat?
<Orum>
e.g. 0x2.000000p-1
<SilverFox>
that doesn't help me here
<Orum>
a hexidecimal representation of floating point data
<SilverFox>
ahh
<SilverFox>
okay
<Orum>
I think the best way is just to print all 17 digits
<SilverFox>
if you can't program in binary then you aren't a programmer
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<Orum>
this is interesting: memory access patterns for reductions are so super-critical to GPU performance, yet at the same time you have no way to syncronize between work groups in a kernel
<Orum>
so you're better off just burning memory for a coalesed output buffer instead of dancing around with your memory access and using the same output buffer as your input
<Orum>
additionally you also get to avoid a GLOBAL_MEM_FENCE
<Orum>
well, for small local sizes the access pattern is far less of an issue so it's actually faster to use a single buffer!
<Orum>
well, there's probably a more optimized way to do a single buffer reduction...
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<MobileFox>
K so i got a problem
<MobileFox>
I'm visiting family and my computer wont recognize the tv as the main output, since it's used to having two monitors, idk how to reset this so i can get it back to being just 1 displat
<MobileFox>
I have no video feedback
<MobileFox>
I cant hard reset my computer more than 3 times or else my SSD doesn't get recognized
<MobileFox>
Fixed
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<senray>
Is some of the stuff int eh ALCOR capsule supposed to look really low resolution?