• 17 Posts
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Joined 1 year ago
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Cake day: June 10th, 2023

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  • I had thought it was about the color profile because with hdr disabled from system settings, enabling the built in color profile desaturates colors quite a bit and does some kind of perceived brightness to luminosity mapping that desaturates bright / dark hdr content even more. Although I don’t think that’s the cause of my problems anymore.

    Thanks to your tip about kscreen-doctor, I could try different combinations of hdr / wcg / edid and see how the colors look with different combinations:

    I think there must be something wrong with my screen since the hdr reduces saturation more than anything else. Anyways, thanks for the good work

    Edit: Tried this with an amd gpu. hdr+wcg works as expected without muted colors. hdr without wcg still significantly desaturates colors, so I guess that’s a monitor bug. Now to figure out gpu passthrough… (Edit 2: It seems to just work??)

    Side note, when I turn off hdr only from kscreendoctor the display stays in hdr mode until it turns off and on again, that didn’t happen with nvidia

    Edit 3: Found something weirder… Hdr colors are muted on nvidia gpu and seems vibrant with the amd igpu. If I plug the monitor to the motherboard (amd), enable hdr, then unplug and plug it into the nvidia gpu, the colors are still vibrant??? I can disable and enable hdr again and again and they aren’t affected. They’re even fine when hdr is enabled without wcg??? But if I fully turn off the monitor and back on they once again become muted with hdr. Weird ass behavior








  • I liked the previous system more than this. I think they could easily have the best of both worlds by making each pipe its own segment that pulls fluid from segments that have less fluid in them proportional to how much fluid that segment has. That way there’s both a propagation lag (and closer buildings getting more throughput than farther ones) like the current system and high throughout if the entire pipe is filled like the new system. This even opens up the possibility of higher quality pipes forming larger segments to increase throughout when the pipe isn’t fully filled.

    This would cause sloshing, but that can be fixed by each segment checking if the segment they’re pulling from pulled from them last tick and if so temporarily combining into a single segment for the next tick.

    The evaluation order feels tricky for this to work and the fill amounts of the segments would need to be updated right after evaluation instead of at the end of the tick for full throughput, but I think that can be figured out











  • It’s not what the trailer shows, it’s how it’s showing it. It’s just a slide show of things happening. Fade transitions. Awkward cuts between shots. Almost nothing in sync with the music. The release date is stitched to the end as another clip. The villain’s theme just starts playing while the music is still going. Shows the date and location in the beginning as if it’s going to be story related, then just shows gameplay until the end…