DupaCycki@lemmy.worldEnglish
10 daysThis is one of the very few areas that AI is really beneficial to. Probably because it includes a lot of backwards engineering and rewriting instructions for different architectures.
You know… the kind of manual labour AI was supposed to handle, so that we could focus on more important tasks. And precisely what 99% of actual AI usage isn’t for.
I’m not very familiar with the project, but their GitHub repo shows Claude as top 3 contributor by commits, and top 11 by additions, so clearly it’s being heavily used.
If you want to check for yourself:
- threeonefour@piefed.caEnglish9 days
I’m not very familiar with the project,
Neither is anybody else. A codebase entirely written by AI is a codebase nobody is very familiar with.
- FauxLiving@lemmy.worldEnglish9 days
Of the 200+ commits from the top 3 contributors, 17 are from Claude. 172 are from the project owner. So, ‘entirely written by AI’ is nonsense.
I mean, sick AI burn and all, but you’re leaping to unsupported conclusions.
- invertedspear@lemmy.zipEnglish9 days
17 are from AI agents. Every contributor could be using AI tools on their local branch. Git will attribute those changes to the person. No telling how much code is AI generated vs how much is artisanal.
- Doomsider@lemmy.worldEnglish9 days
Sony: we no longer want to support the PC
PC: we are emulating your hardware now so we don’t care
- melsaskca@lemmy.caEnglish9 days
How many FPS does it take to satisfy the human eye? Why would adding more than that matter, if there is a limit? Is it just the puffery of salesmanship?
🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.socialEnglish
8 daysIt depends on the person and the application.
For most people, when it comes to film, 24 frames a second is the minimum necessary for it to be perceived as fluid motion.
With a video game, where the user controls the input, 30 frames per second is typically the minimum target necessary for fluid motion; but personally, I only see it become truly fluid at 60 or more.
You can certainly see a lot more than that and reality doesn’t really operate on frames per second, so there’s no way to know how many FPS becomes more than you’d ever perceive.
- melsaskca@lemmy.caEnglish8 days
Something to think about. What I’m getting is FPS for analog and FPS plus “refresh rate” for digital.
🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.socialEnglish
7 daysRefresh rate and FPS are basically the same exact thing but one is the GPU and the other is the display, and it’s a thing on analogue displays, too. CRTs actually have a higher refresh rate than modern displays as well as near infinite resolutions.




