The worst kind of an Internet-herpaderp. Internet-urpo pahimmasta päästä.

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Cake day: July 24th, 2023

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  • Malix@sopuli.xyztoPC Gaming@lemmy.caNEW RELEASE - PGA TOUR 2K25
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    1 month ago

    I’ve played 2k21 and 2k23, both pretty fine for casual/beer golfing with friends while absolutely trash talking to them in voice chat. It’s pretty great… but:

    The absolutely only reason I got 2k23 was because the 2k21 had stayed full price ever after the 2k23 released, so those of my friend group who didn’t already have the game didn’t (understandably) want to cough up 60-70€ for the game. Once 2k23 got a reasonable sale, we all got that as it was more affordable - but functionally identical to the older game.

    I’m going to assume the same pattern will repeat, and it’s only because of the in-game mtx which they want you to buy AGAIN, for basically the same game but with different number in the title. To my beer-gaming group the mtx stuff is entirely irrelevant, we just play with whatever gear the game gave us from the get go, this isn’t equipment-race.





  • zstd is generally stupidly fast and quite efficient.

    probably not exactly how steam does it, or even close, but as a quick & dirty comparison: compressed and decompressed a random CD.iso (~375 MB) I had laying about, using zstd and lzma, using 1MB dictitionary:

    test system: Arch linux (btw, as is customary) laptop with AMD Ryzen 7 PRO 7840U cpu.

    used commands & results:

    Zstd:

    # compress (--maxdict 1048576 - sets the used compression dictionary to 1MB) :
    % time zstd --maxdict 1048576 < DISC.ISO > DISC.zstd
    zstd --maxdict 1048576 < DISC.ISO > DISC.zstd  1,83s user 0,42s system 120% cpu 1,873 total
    
    # decompress:
    % time zstd -d < DISC.zstd > /dev/null
    zstd -d < DISC.zstd > /dev/null  0,36s user 0,08s system 121% cpu 0,362 total
    
    • resulting archive was 229 MB, ~61% of original.
    • ~1.9s to compress
    • ~0.4s to decompress

    So, pretty quick all around.

    Lzma:

    # compress (the -1e argument implies setting preset which uses 1MB dictionary size):
    % time lzma -1e < DISC.ISO > DISC.lzma
    lzma -1e < DISC.ISO > DISC.lzma  172,65s user 0,91s system 98% cpu 2:56,16 total
    
    #decompress:
    % time lzma -d < DISC.lzma > /dev/null
    lzma -d < DISC.lzma > /dev/null  4,37s user 0,08s system 98% cpu 4,493 total
    
    • ~179 MB archive, ~48% of original-
    • ~3min to compress
    • ~4.5s to decompress

    This one felt like forever to compress.

    So, my takeaway here is that the time cost to compress is enough to waste a bit of disk space for sake of speed.

    and lastly, just because I was curious, ran zstd on max compression settings too:

    % time zstd --maxdict 1048576 -9 < DISC.ISO > DISC.2.zstd
    zstd --maxdict 1048576 -9 < DISC.ISO > DISC.2.zstd  10,98s user 0,40s system 102% cpu 11,129 total
    
    % time zstd -d < DISC.2.zstd > /dev/null 
    zstd -d < DISC.2.zstd > /dev/null  0,47s user 0,07s system 111% cpu 0,488 total
    

    ~11s compression time, ~0.5s decompression, archive size was ~211 MB.

    deemed it wasn’t nescessary to spend time to compress the archive with lzma’s max settings.

    Now I’ll be taking notes when people start correcting me & explaining why these “benchmarks” are wrong :P

    edit:

    goofed a bit with the max compression settings, added the same dictionary size.

    edit 2: one of the reasons for the change might be syncing files between their servers. IIRC zstd can be compressed to be “rsync compatible”, allowing partial file syncs instead of syncing entire file, saving in bandwidth. Not sure if lzma does the same.






  • using a 3090, switched dlss to use the new transformer -model and it’s GREAT. Basically all smeared surfaces while moving are gone, wet pavement stays crisp while waking the rainy streets…

    Kinda feels like the image quality which previously was “DLSS Quality” can be achieved with “DLSS Performance” now, just with higher framerate.

    For laughs I tried the dlss -files with other games (The Ascent, PGA TOUR 2K23), and overall the visuals appear more detailed with less artifacting when using DLSS. Apparently the results could be even better if I tinkered a bit with nvinspector and enforced the “J” profile for dlss for the games, too.