High end gaming computers have far more memory bandwidth in the GPU, though. The CPU doesn’t need more memory bandwidth for most non-LLM tasks. Especially as gaming computers commonly use AMD chips with giant cache on the CPU.
The advantage of the unified architecture is that you can use all of the memory on the GPU. The unified memory architecture wins where your dataset exceeds the size of what you can fit in a GPU, but a high end gaming GPU is far faster if the data fits in VRAM.
Right, but high-end gaming GPUs exceed 1000GB/s and that's what you should be comparing to if you're interested in any kind of non-CPU compute (tensor ops, GPU).
Several games with anticheat work. But it's up to the developers whether they check the box that allows it to work, which is why even though both Apex Legends and Squad use Easy Anticheat, Squad works and Apex does not.
Of course some anticheats aren't supported at all, like EA Javelin.
Apex Legends is an interesting case because EA/Respawn initially shipped with first-class support for the Steam Deck (going as far as to make changes to the game client so it would get a "Verified" badge from Valve) -- including "check[ing] the box that allows it to work". However, the observation was that the anti-cheat code on Linux wasn't as effective, so they eventually dropped support for it.
In Norway, power cables have been a top-tier political issue for years. They make electricity more expensive locally, since the surplus power can be exported instead of needing to be dumped for 0 or negative cost.
Even without new physical cables - very recently Nordic power markets switch to Flow Based Market Coupling (FBMC) - which basically takes physical properties of the existing lines (coupling points) in grid balancing operations, which allowed some underused lines to be used more (practically) - which made electricity cheaper in some locations, and more expensive in others (because cheaper electricity flew from that region to more expensive ones). It is akin to blocking train lines to a holiday resort because poorer people will be able to access it.
> I bet it’s smooth given how concurrent friendly Go is with channels and go routines etc.
You can do the same in any language with threads, and a library providing channels. Hell, you could probably do it better with a library, go's channels are unnecessarily error prone with nils, channel closing, and cleanup behavior.
While I agree on channels, you can't easily reproduce the behavior of Go's threads in other languages. The whole Go IO library is built with support for Go's green threads. The result is that 1000 Go threads waiting on IO operations will actually issue only a handful of OS non-blocking IO calls and have the runtime handle polling and waking up the right threads.
Not sure how relevant this is for UI operations, to be fair. The C#/JS style async/await model actually seems more amenable to controlling which works happens on the necessarily single GUI thread and which parts happen in background threads, and how to sync them later.
To be fair that video game was released (in early access) during Rust 0.8 - the language was already popular on HN I think, but not as a "you should use this in prod" type of thing.
At least in my own experience, I tried building a relatively simple static SPA NextJS React app with their router, and wanted to host it on CloudFlare Pages.
It ran locally in dev mode just fine. Once I deployed it on CFP, the router broke. No errors in the console, it just didn't work.
If I'm forced to use Vercel to make a simple SPA work, which then forced me into paying for their service, that's the problem.