ganonm
For me, the ergonomic benefits are the selling point, not the display quality. Not having to sit hunched over a laptop screen for several hours means I can work almost anywhere. Sometimes I'll use it in a cafe. Other times I just lie down in bed. I also make use of speech to text, so I just need to be able to press a hotkey and reach the track pad.
On the topic of display quality, it's important to use Better display to upscale the output to the XReals to high DPI - that gives noticeably better quality when it's downscaled to the (lower) native resolution of the XReals.
London cracked mobile phone coverage on the Underground
The notes are all rendered according to conventional music notation standards as per Elaine Gould's book "Behind Bars". Writing this code was not straightforward, but worth the effort as it's very flexible.
Progress is tracked intelligently, i.e. accuracy and response times are recorded per note, and exercises can be directed towards improving weak spots. This was all borne out of a frustration I had with how long it takes, and how much material is needed to make progress with sight reading skills.
I'm hoping to release it soon (next few months - it's mostly finished), but slightly concerned it's too niche. I guess it will mostly appeal to serious but beginner/intermediate pianists who want to put in the hard yards to develop sight reading abilities to an advanced level.
So, the US doing extremely well 100 years from now vs. the US doing very badly 100 years from now could have a non-trivial impact on the perceived value of US assets. I suspect that the large uncertainty about what the world will look like in 100 years means there is just some sort of seldom changing value baked into assets to account for this, but it nonetheless exists, and could change if there was some huge geopolitical shift.
And before you mention anyone on earth would be dead in 150 years, yes that's true, however you can always sell it to someone later on who will be alive in 150 years (or sell it to someone who can later sell it to someone etc. etc.).
Disney announce business plan to develop residential communities
https://rust.esportinfo.gg/skins/tools/rock
Humans haven't changed all that much since the Neolithic...
Guava Idea Graveyard
The fix is to run 'd3d_windowscursor' in the game console.
See https://forum.faforever.com/topic/779/nvidia-driver-performa...
There is also a mod available through FaF that runs this automatically for you at the start of each game.
And yes, you're right about it being enabling. Anecdotally, I've heard that people coming from e.g. photography background find HDRP insanely easy to get good results and pick up quickly.
Occlusion culling in Unity is fairly straightforward. Simply requires a bake. It also supports 'occlusion areas' where you can give it a hint to do a higher resolution occlusion bake e.g. if you think the player will likely be in that area.
Edit: originally misread parent as stating Unity didn't frustum cull by default. Parent comment is correct.
The Game Archaeologist: Neocron
Oculus Quest draw call cost analysis
BLC1: A candidate signal around Proxima
I've used it on several projects and it seems to be the perfect balance between 'close to the DB' and 'close to the domain/application'.
Having played a lot of ranked LoL, I saw a few recurring but irrational gripes players had with the Elo based system:
- "I get matched with bad teammates and they drag me down". On average your teammates are the same Elo as you. All players get their fair share of games where they are/aren't the underdog side. On average, it averages out. Deal with it.
- "I've been stuck at the same Elo for ages but I should be higher". Nope, Elo only cares if you win or lose. It doesn't care about kill/death ratio, creep score or how many ganks you pull off. Focus on winning more. Incidentally, focusing on winning instead of secondary metrics like kills/CS was one of the biggest mindset differences between high/low Elo players.
"I should be higher Elo but I play support roles so can't climb". It may be true that you climb slower but here's the rub - think of your matchups as you being compared to the enemy team's support player. The other four roles on each team are actually a constant factor (by symmetry arguments you could not consistently find that your four teammates are any better/worse than the enemy support player's teammates). As a result, the only remaining factor in the statistical equation is you weighed up against the enemy support player. If you can provide even a slight statistical advantage towards winning vs them then you will climb the Elo ladder.
Plotting the different strategies, then fitting a straight line (passing through the risk free point) would allow us to say "strategies falling above the line have market beating Sharpe ratios and strategies falling below are underperforming".
The reason I suggest it is that it showcases a very particular dialect of British English that many people struggle with (even native English speakers) if they aren't familiar with it. The show was so popular in fact that many modern colloquial British English phrases/words can trace their appearance to this show, not because the show invented them, but because the show exposed so many people to this dialect.
Some examples of words/phrases popularised by OFAH: dipstick, wally, cushty, lovely jubbly.
See http://www.bbc.co.uk/comedy/onlyfools/lingo/ for more.
If you want to master modern British English, check it out. It's also hilariously funny.
Assume, if you will, that typical social networks contain a small number of people who are highly connected (hubs) and a large number of people who are much less connected (spokes). The hubs could be e.g. your GP/physician, your teacher, or even just your popular friend. It would not be surprising if these people have a much high transmission rate for a virus than people who have a much smaller social circle - all other things being equal, and also crucially, they often connect mutliple sub-networks (GP is a good example here).
We would of course like to ensure that we test (perhaps regularly) the people who are at the center of these networks - the hubs. How do we find out who these people are? It turns out that you can do this probabilistically. First, I pick someone at random from the population. I then instruct them to pick a contact/friend at random. The person they pick is statistically much more likely to be a 'hub' than a 'spoke', even though we have no explicit knowledge of the network and carried out this process randomly. A good way to visualise this is to imagine a toy network of say one person in the middle, connected to everyone else, and 10 other people, all connected to the person in the middle but nobody else. You can see that in 10/11 cases, a 'spoke' is selected who then goes on to select the 'hub' (what we want) whereas in only 1/11 cases the hub is initially chosen, who then chooses one of the other 10 contacts at random.
A practical implementation of this could be to choose N people at random and send them a letter or text message instructing them to pick e.g. the (modulo) 5th person from their contacts list whose name begins with R. They would then contact this person and inform them that they should present themselves at a doctor and be tested should they develop any symptoms. There are obvious optimisations to be made here in terms of name distributions and other subtleties of course, and certainly providing a list of fallback randomiser instructions, if they can't find someone fitting that criteria.
Bottom line is, even if many people don't comply, you can increase the probability that you end up prioritising testing of people who are very connected, and thus likely to spread disease, which can be invaluable when your testing capacity is constrained.
I think 'learning from how not to do something' is a really powerful pedagogical technique that should be more widespread.