magic_lobster_party

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Joined 9 months ago
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Cake day: March 4th, 2024

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  • It’s generally considered a fact that Linux, along with many other open-source software projects, are more efficient than their propriety closed-source counterparts

    This is not necessarily true. Linux had trouble with Nvidia Optimus, which is a GPU technology that seamlessly switches between power modes. Well, that is if it works properly, which it didn’t for Linux. I haven’t heard it in a while, so I assume it’s not a problem now anymore.

    But it was a big problem where Linux laptops drained batteries much faster because they were using the GPUs at max capacity at all times.

    What I’m saying is that the efficiency of Linux depends on access to hardware features, and that might depend on the vendors of the drivers.

    Also, like it or not, if there’s one thing I envy about Mac is its power efficiency. They usually last really long on one charge.














  • Even if a fix was discovered quickly it wouldn’t prevent the problem that it must be manually fixed on each computer. In this case a fix was discovered quickly even without access to source code.

    Just having more eyes on the source code won’t do much. To discover errors like these the program must be properly tested on actual devices. This part obviously went wrong on Crowdstrike’s side. Making the code open source won’t necessarily fix this. People aren’t going to voluntarily try every cutting edge patch on their devices before it goes live.

    I also doubt any of the forks would get much traction. IT departments aren’t going to jump to the next random fork, especially when the code has kernel access. If we can’t trust Crowdstrike, how can we trust new randos?




  • AFAIK, the documentation isn’t the main problem. I’m pretty sure PS3 is quite well understood.

    The problem is how to translate the code to a typical X86 architecture. PS3’s uses a very different architecture with a big focus on their own special way on doing parallelism. It’s not an easy translation, and it must be done at great speed.

    The work on RPCS3 incredible, but it took them more than a decade of optimizations to get where they are now. Wii U emulation got figured out relatively quickly in comparison, even if it uses similar specs to PS3.