Apparently hdr wsi is still required on nvidia, my problems went away once I enabled that
Lojcs
I have no idea about c/c++ statics, does c even have statics? What kind of a scope could statics even have?
I'm very much novice myself and I never liked the idea of trusting the compiler with figuring out the correct overload and neither do I like not being able to tell which version of a function is being called at a glance. Named constructors ftw
Nevermind, I just tried it with proton-em and remembered what happened last time. It can be turned on but it looks like a grayscale filter on the screen so it's better left off.
Also tried control with proton-em but the hdr looks super wrong on that game now but not sure if it is because proton em or if the new built in hdr setting is not as good as the hdr mod that I used to use
Edit: just tried with witcher 3 too, never tried it before but it is also desaturated, maybe a bit less than crysis tho. Also with hdr enabled framegen started artifacting like crazy
Edit 2: Oh shame on me, should've rtfm. It requires enabling hdr wsi on nvidia drivers. Everything works now
I'm assuming static members are bad because globals are bad
"[] for arrays" is because they want to reserve it for generics once <> is retired
I think the oveloading thing is about the c/cpp thing where you can define the same function multiple times in the same namespace which yeah sucks imo
I have and they are not addressed, that's why I commented as such. How would I know that one of the reasons you think <> are hard to read is because they are used as comparison and bitshift or that you intended () to be indexing syntactic sugar if I hadn't read them? As for the second, I didn't think how different languages managed to parse them matters as long as it doesn't impact compilation times significantly, hence my comment.
What game is it? Wanted to know because I'm having the same iszue with crysis 1 remaster
Also dropping here the list of contrarian views op listed in the next article:
Language Design: Popular, but Wrong
- static members
- properties
- <> for generics
- [] for arrays
- Type ident instead of ident: Type
- having if-then-else and switch/case and a ternary operator
- having both modifiers and annotations
- async/await
- separate namespaces for methods and fields
- method overloading
- namespace declarations doubling as imports
- special syntax for casting
- using cast syntax for things that are not casts
- requiring () for methods without parameters
- <> is hard to read for humans
Not really. <> is unusually pointy among the brackets and comparisons / bitshifts are used in different places than generics are so I've never confused them.
- <> is hard to parse for compilers
I guess? Does this meaningfully increase compilation times?
- It makes the uses of brackets confusing and inconsistent
No. A language that uses () for parameter lists, literals and indexing is much more mentally taxing to parse
I don't think those two facts are related? Your isp doesn't need to connect to its servers from within your local network to track your internet usage. Something else in your network must be trying to connect to that domain
To 95% of all games??
What am I supposed to know?
Mister fantatic, iceman, spiderman, havoc, harry potter and cyclops