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Joined 1 year ago
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Cake day: June 11th, 2023

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  • I don’t understand your reply; I think you misunderstood my comment. OP is from Ireland (Europe), I’m saying that he is the one with Euro-identity bias, not you. From his locality within Europe, American shops appear ‘rundown’ in presentation, and there’s an implied suggestion that this is a uniquely American thing (within the global North-West). With that comes the bias that since he’s in Europe, the rest of Europe (or global North-West in general) would share this perspective.

    I’ve had this same bias myself, having grown up in Italy I had assumed that was generally representative of Europe and there were many things I thought of as purely American that were actually common in parts of Europe.


  • Based on your and the other guy’s comment this sounds like European/Old-World identity bias (and a bit of availability bias); Assuming that other countries within one’s group-identity are very similar and [non-European country] is a lone standout when it comes to some aspect that one just learned they differ on. It’s so common to see these kinds of comments on posts of the form ‘why do American’s do this one weird thing different than everyone else’.


  • I think the argument you are making makes sense. Harm reduction and rehabilitation is the way, not this dumb prison system we have.

    I believe you mistake an aspect of his argument. I don’t believe he meant to insinuate that prison and harm reduction are mutually exclusive, rather he says that the question is whether prison is punishment or harm reduction. If there’s no free will there’s no reason to punish, but there’s certainly reason to reduce the possibility of harm, and jailing an individual that is causing harm (and will continue to do so) is one way of doing that.

    As someone else in this thread put it, if we could jail hurricanes to prevent them from doing harm, we would.










  • Game devs have many teams all with different jobs, for a big game like this you’d typically have multiple teams dedicated to optimization in different areas (and between them). The specific problem in this case was how the game was communicating with graphics drivers (among others), which for any graphics heavy game is very fundamental to performance optimization. The problems aren’t even an after-the-fact optimization sort of thing that teams should have to identify and follow-up on, batching jobs is standard practice when interacting with GPUs whether or not there’s a translation layer.

    When the devs of a core translation API between two supported graphics drivers that are commonplace in the gaming ecosystem have to write code to specifically fix issues with your application you’ve done something fundamentally wrong.