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Cake day: March 22nd, 2024

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  • brucethemoose@lemmy.worldtolinuxmemes@lemmy.worldBeware
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    1 day ago

    Thats just poor distro support, kind of like CUDA in the past… ROCM should “just work” if it’s shipped right. But it’s not really a priority with maintainers.

    Now, if you’re trying to run CUDA stuff with ROCM, that’s a whole different story. The bast majority of GPU software has extremely poor ROCM support compared to CUDA, and some of this is definitely from AMD footgunning.


  • because it tends to include a previous version of the driver, which causes install/uninstall havok

    To be fair, this is a packaging/distro problem, as CUDA should always work (and be kept in sync with) the newest graphics driver.

    ROCM and OpenVINO (AMD and Intel) are even more of a pain, actually.


  • I don’t even know what they’re using the SSDs for.

    Most businesses are too stupid to train their own models from scratch, and won’t use “foreign” ones so they won’t finetune them either.

    On the inference side… SSDs aren’t used for much. Just storing Docker stuff/dependencies and model weights for the initial load, and that’s it. Maybe some data for bulk processing, but that’s no different than existing software. The one niche may be KV cache swapping for re-using prompt prefixes, but this is limited and being obsoleted by new attention mechanism.

    So WTF do they even need SSDs and HDDs for? Honestly it feels like FOMO purchasing.



  • 1st party engine devs have been stuck in dev hell, mostly. There are some exceptions, like you said; I’d cite Decima as another success.

    But think of EA’s Frostbite, Cyberpunk 2077, Halo Infinite, Clausewitz, BGS, many more. Especially indies that try.

    It’s not just that old games crunched, but making a new engine that supports modern platforms and modern hardware is just an immensely complex task. There’s just too much to worry about.

    The best success seems to either come from:

    • Hyperfocusinf one’s engine’s scope to one game niche. Larian’s divinity engine, for example, makes BG3-likes; that’s it, that all it does. It cannot make an FPS or even a different RPG.

    • Engine shop very, very carefully. For instance, KCD2 leaned into CryEngine’s strengths hard, especially that dense, well-lit European foilage.

    And either case needs a lucky roll of the dice anyway. See: Cyberpunk 2077 in utter dev hell (even if they eventually pulled out) from wrangling their engine. Or the latest Borderlands being a technical wreck even though they basically invented Unreal Engine alongside Epic.