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skupig

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I'm looking at the performance stats streaming a game to my living room PC right now, and total latency is about 4-5ms, which would be unnoticeable even on a 120hz TV.

The article glosses over this, but it looks like the next variable in the struct is conveniently the first parameter to the function, so you can run arbitrary code with system() or whatever. But, yeah, you would need some other exploit to defeat ASLR.

I'm not really sure what your point is. That was just the most recent paper linked on that repo, which is a convenient list of some relevant papers. There are probably a lot more recent studies, but it does convincingly show that models are still absorbing bias in a way that can affect prediction.

I don't think that's necessarily true, I think companies are lazy and highly invasive anticheat is an easy win they can license from a 3rd party. Algorithmic security, server-side heuristics, and human review can get you far. I have very, very rarely seen a blatant cheater in Overwatch (maybe 3 times in 10 years?), for example, and yet it's been playable via WINE for almost its entire lifetime.

I think the effect the author is talking about is definitely caused by atmospheric scattering, but the painted effects are different. Those are more likely inspired by overexposure, aberration, HDR, etc. Makoto Shinkai specifically is a filmmaker and often emulates camera effects like lens flare.

You can use yabai without any of the tiling functionality (set the default mode to "float"), I have actually been using it with BTT to fix this exact problem. Thanks for letting me know that a fix has been added directly to BTT though!

Yeah, I had the same experience. I had an embedded project where I would need to use C libraries, and it seemed like a great excuse to try Zig, but it spat out a ton of esoteric errors I couldn't be bothered to figure out and I went back to Nim.

[dead] 1 year ago

Every single one of these sections sounds like it should take 3x as long

CS has a concept of "trust factor" which groups people more likely to be cheating in the same game. If you ever queue with a friend with a low trust factor (which happens a lot if they're on a smurf account), there are cheaters in pretty much every game... seeing that many blatant cheaters has really made me think there must be a lot of smarter cheaters flying under the radar in regular games. It's basically impossible to tell whether someone is wallhacking or if they have really good game sense.

There's still not much reason to recurse using the program's own call stack rather than having your own stack structure that can live in dynamic memory and be handled in a context-appropriate way (e.g. returning an error at some depth limit rather than being killed by the OS).