<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Hacker News: whizzter</title><link>https://news.ycombinator.com/user?id=whizzter</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Mon, 13 Apr 2026 12:20:27 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=whizzter" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by whizzter in "Apple's accidental moat: How the "AI Loser" may end up winning"]]></title><description><![CDATA[
<p>If they can get Valve/Steam for an OS that handles most games well that could in fact be huge if the pricepoint is a bit lower initially but with plenty of unified RAM (both for AI but also games).<p>That said, gaming laptops cooling issues are so often around the GPU so it'd also require a seasoned manufacturer to make it correctly.</p>
]]></description><pubDate>Mon, 13 Apr 2026 09:22:49 +0000</pubDate><link>https://news.ycombinator.com/item?id=47749641</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47749641</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47749641</guid></item><item><title><![CDATA[New comment by whizzter in "Intel 486 CPU announced April 10, 1989"]]></title><description><![CDATA[
<p>Don't agree there considering x86 has MODRM, size-prefix(16/32 and later 64bit operand sizes), SIB(with prefix for 32bit), segment/selector prefixes,etc.<p>Biggest difference perhaps where 68000 is more complicated is postincrement but considering all the cruft 32bit X86 already inherited from 8086 compared to the "clean" 32bit variations of 68000 I'd make it a toss at best but leaning to 68000 being easier (stuff like IP relative addressing also exists on the RISC-y ARM arch).<p>Apart from addressing the sheer number of weird x86 instructions and prefixes has always been the bane of lowpower x86.</p>
]]></description><pubDate>Mon, 13 Apr 2026 09:09:05 +0000</pubDate><link>https://news.ycombinator.com/item?id=47749565</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47749565</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47749565</guid></item><item><title><![CDATA[New comment by whizzter in "Intel 486 CPU announced April 10, 1989"]]></title><description><![CDATA[
<p>Right, and I think that is a junction. Had Motorola not been enamoured with the new shiny as a chipcompany and realized that they already had a huge market that just wanted improved performance of their software and pushed 68k improvements instead of a new PPC architecture, both Apple and (a better managed) Commodore could've been competitive with improved 68k designs.<p>Remember, Intel also barked up the wrong tree with Itanium for 64bit and didn't really let go until AMD forced their hand with x64.</p>
]]></description><pubDate>Mon, 13 Apr 2026 08:58:57 +0000</pubDate><link>https://news.ycombinator.com/item?id=47749511</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47749511</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47749511</guid></item><item><title><![CDATA[New comment by whizzter in "Intel 486 CPU announced April 10, 1989"]]></title><description><![CDATA[
<p>Ah, I was under the impression that it had a native chunky mode but it was a built-in C2P routine? Anyhow, seems it was useful (1) when running on stock CD32's but not in conjunction with faster machines.<p>1: <a href="https://forum.amiga.org/index.php?topic=51616.msg544232#msg544232" rel="nofollow">https://forum.amiga.org/index.php?topic=51616.msg544232#msg5...</a></p>
]]></description><pubDate>Fri, 10 Apr 2026 14:14:30 +0000</pubDate><link>https://news.ycombinator.com/item?id=47718490</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47718490</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47718490</guid></item><item><title><![CDATA[New comment by whizzter in "Intel 486 CPU announced April 10, 1989"]]></title><description><![CDATA[
<p>Was it necessarily a dead end? Considering the ways Intel and later AMD managed to upgrade/re-invent x86 that until x64 still retained so much of the x86 instruction encoding/heritage (heck, even x64 retains some of the instruction encoding characteristics).<p>Had the Amiga retained relevance for longer and without a push for PowerPC I don't see a reason why 68k wouldn't have been extended. Heck the FPGA Apollo 68080 would've matched end of 1990s P-II's and FPGA's aren't speed monsters to begin with.</p>
]]></description><pubDate>Fri, 10 Apr 2026 14:04:39 +0000</pubDate><link>https://news.ycombinator.com/item?id=47718360</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47718360</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47718360</guid></item><item><title><![CDATA[New comment by whizzter in "Intel 486 CPU announced April 10, 1989"]]></title><description><![CDATA[
<p>Iirc interlaced display and 6 bitplanes were a compromise to allow color graphics in 1985 with the memory bandwidths available at the time.<p>If it's a sin or feature can of course be debated but I remember playing games on an Amiga in the early 90s and until Doom the graphics capabilities didn't look outdated.<p>By 1992 with AGA however I agree, flicker and planar graphics(with 8 bitplanes any total memory bandwidth gains were gone) was a downside/sin that should've been fixed to stay relevant.</p>
]]></description><pubDate>Fri, 10 Apr 2026 13:51:07 +0000</pubDate><link>https://news.ycombinator.com/item?id=47718174</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47718174</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47718174</guid></item><item><title><![CDATA[New comment by whizzter in "Intel 486 CPU announced April 10, 1989"]]></title><description><![CDATA[
<p>As I noted in my other comment (1), in 1985 Amiga OCS bitplane graphics (separate each bits of a pixel index into separate areas) was a huge boon in 2d capability since it lowered bandwidth to 6/8ths but made 3d rendering a major pain in the ass.<p>The Aga chipset of the 1200/4000 stupidly only added 2 more bitplanes. The CD32 chip actually had byte-per-pixel (chunky) graphics modes but the omission from the 1200 was fatal.<p>Reading in hindsight there was probably too many structural issues for Commodore to remain competitive anyhow, but an alt-history where they would've seen the needs for 3d rendering is tantalizing.<p>1: <a href="https://news.ycombinator.com/item?id=47717334">https://news.ycombinator.com/item?id=47717334</a></p>
]]></description><pubDate>Fri, 10 Apr 2026 12:54:16 +0000</pubDate><link>https://news.ycombinator.com/item?id=47717402</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47717402</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47717402</guid></item><item><title><![CDATA[New comment by whizzter in "Intel 486 CPU announced April 10, 1989"]]></title><description><![CDATA[
<p>I think the turning-point was that flat-framebuffers and plenty of CPU-power for the first time eclipsed specialized 2d hardware (Amiga,Megadrive, Snes, etc).<p>Flat framebuffers and "powerful" CPU's also enabled easier software rendering (Doom/Duke) of 3d, compared to the Amiga where writing textured rendering for an Amiga is a PITA due to video memory layout with separted bitplanes spreading bits of each pixel into different memory locations (the total memory bandwidth reduction in 1985 by using 5 or 6 bitplanes became a fatal bottleneck at this point).<p>It wasn't really always full framerate though and the 2d chipsets did help in "classic" actiongames  that were still much in the rage.<p>The Pentium further widened the gap, but at the same time consoles gained hardware 3d acceleration (PSX/Saturn/Jaguar) yet the Pentium could do graphics better in some respects (As shown with Quake).<p>Once 3d accelerators landed, PC's has more or less constantly been ahead apart from when it comes to price (and comfort/ease).</p>
]]></description><pubDate>Fri, 10 Apr 2026 12:48:18 +0000</pubDate><link>https://news.ycombinator.com/item?id=47717334</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47717334</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47717334</guid></item><item><title><![CDATA[New comment by whizzter in "Principles of Mechanical Sympathy"]]></title><description><![CDATA[
<p>Historically I think the people that first ran into these issues and started talking about this was gamedevelopers even if it flew under the radar for many others since it was an era of less third party engines and code sharing.<p>The motivation was partially to solve processing on PS3's, the 7 usable Cell units have small memories of 256kb each so processing had to be moved to a compact/streamable memory format but developers were also concurrently fighting larger cache latencies caused by Entity Component hierarchies that had arisen as a solution to problems with inheritance using dislocated object hierarchies (ie separated linked objects).<p>Out of this grew the Data Oriented Design paradigm (that's intrinsically built on mechanical sympathy) that suited both Cell like streaming as well as minimizing cache effects for main-memory code where Entity Component Systems were reorganized to use cache efficient array processing instead of linked objects.<p><a href="https://gamesfromwithin.com/data-oriented-design" rel="nofollow">https://gamesfromwithin.com/data-oriented-design</a><p>Was the outside world oblivious? I'd say so to a large part, CPU's had gotten faster, more cores and memory latencies were masked to a certain degree for other kinds of code!<p>The Java people even pushed out their biggest mistake just as these effects started to become visible, the erased objects for generics that kind of locked in a design that requires generic list types to have disaggregated storage due to separate objects. In hindsight, this is IMHO the single biggest benefit that C# got over Java as their paths diverged as generic struct List<> object's have radically more efficent storage in C# compared to a Java ArrayList<>.<p>Afaik Project Valhalla still hasn't become mainstream even after almost _12_ years at this point, had they gone with proper generics at day one it would've been a trivial compiler upgrade.</p>
]]></description><pubDate>Fri, 10 Apr 2026 11:06:02 +0000</pubDate><link>https://news.ycombinator.com/item?id=47716271</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47716271</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47716271</guid></item><item><title><![CDATA[New comment by whizzter in "How Pizza Tycoon simulated traffic on a 25 MHz CPU"]]></title><description><![CDATA[
<p>Not entirely sure if it's fit the critera but there is usually pops up retro-themed compos for most retro platforms meaning there's natural hardware restrictions (like demos for retro platforms).<p>8bit like Nes (Nesjam late may/june), Gameboy(GBJam was last year, bi-annual), Atari,etc, but also for MSDOS, Amiga and more "mid-school" platforms together with semimodern like PS1.<p>Now, even with modern tools it's plenty of work to get impressive things working on older platforms (I had a Gameboy techdemo last time there was a compo that's due to grow ridiculously much).</p>
]]></description><pubDate>Thu, 09 Apr 2026 14:02:22 +0000</pubDate><link>https://news.ycombinator.com/item?id=47703925</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47703925</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47703925</guid></item><item><title><![CDATA[New comment by whizzter in "Show HN: Tired of logic in useEffect, I built a class-based React state manager"]]></title><description><![CDATA[
<p>Far cleaner, how is testability though?</p>
]]></description><pubDate>Thu, 09 Apr 2026 00:00:30 +0000</pubDate><link>https://news.ycombinator.com/item?id=47697721</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47697721</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47697721</guid></item><item><title><![CDATA[New comment by whizzter in "Revision Demoparty 2026: Razor1911 [video]"]]></title><description><![CDATA[
<p>Seems about right then, my guess was about a third for music, classic 128kbps mp3's are at about a meg a minute (960kb/m) so this is at a slightly higher bitrate. Not sure how compressible those parts are but between half and a third in the end depending on the final compressor checks out.</p>
]]></description><pubDate>Wed, 08 Apr 2026 23:50:19 +0000</pubDate><link>https://news.ycombinator.com/item?id=47697649</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47697649</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47697649</guid></item><item><title><![CDATA[New comment by whizzter in "Revision Demoparty 2026: Razor1911 [video]"]]></title><description><![CDATA[
<p>Wasn't a member for too long, I think there was some anti-piracy raids around that time that I vaguely remember where some of the fallout for whatever reason was the other guys going over to Fairlight but I were already involved enough with other groups (and our highschool equivalent or perhaps work by that time?).<p>Funniest thing perhaps is that Smash was a musician back then for 2 things where I did the code (one musicdisc and one joke intro), Smash then went on to become a damn accomplished coder of quite a few famous Fairlight demos, Sony tools and made the commercial Notch visual toolset/editor/player that has roots in the Fairlight demoeditor codebase (Notch startup logo often pops up in democompos for those that haven't followed the scene).</p>
]]></description><pubDate>Wed, 08 Apr 2026 14:07:27 +0000</pubDate><link>https://news.ycombinator.com/item?id=47690444</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47690444</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47690444</guid></item><item><title><![CDATA[New comment by whizzter in "Revision Demoparty 2026: Razor1911 [video]"]]></title><description><![CDATA[
<p>30 megs is like 2005 era size :D , obvious that it's realtime stuff (and music is probably a significant fraction?).</p>
]]></description><pubDate>Wed, 08 Apr 2026 10:27:32 +0000</pubDate><link>https://news.ycombinator.com/item?id=47688141</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47688141</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47688141</guid></item><item><title><![CDATA[New comment by whizzter in "Revision Demoparty 2026: Razor1911 [video]"]]></title><description><![CDATA[
<p>Razor 1911 and FC are different in that FC was one of those team/friend-groups that depended more on a constellation of people working together and producing until life took them away to other things.<p>Razor, Fairlight and some others became more of continious groups with evolving memberships (I was briefly a member of the demoteam back in 1999 and did one production in association with the people that moved over to Fairlight).</p>
]]></description><pubDate>Wed, 08 Apr 2026 10:25:08 +0000</pubDate><link>https://news.ycombinator.com/item?id=47688128</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47688128</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47688128</guid></item><item><title><![CDATA[New comment by whizzter in "Revision Demoparty 2026: Razor1911 [video]"]]></title><description><![CDATA[
<p>Most full demo (no tech or sizelimit) soundtracks since the early 00s are just mp3 streams or alike, size-coded that have soft-synths or retro categories were singing is an issue due to datasize or hardware power often don't (sometimes they do as a technical demonstration).<p>But I did notice some 64k's and small synths-executables had singing this year, I've added small voice-samples (compressed) but that's just seconds whilst these entries had longer sequences so I'm a tad curious as well.</p>
]]></description><pubDate>Wed, 08 Apr 2026 10:04:52 +0000</pubDate><link>https://news.ycombinator.com/item?id=47687967</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47687967</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47687967</guid></item><item><title><![CDATA[New comment by whizzter in "Italian TV Copyright-Strikes Nvidia over Nvidia's Own DLSS 5 Footage"]]></title><description><![CDATA[
<p>Depends on how far they take it, the beauty of precedent is that it applies without the costs of lawyers all the way.</p>
]]></description><pubDate>Tue, 07 Apr 2026 12:26:50 +0000</pubDate><link>https://news.ycombinator.com/item?id=47674215</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47674215</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47674215</guid></item><item><title><![CDATA[New comment by whizzter in "Every GPU That Mattered"]]></title><description><![CDATA[
<p>Agreed, those early manufacturers/models that experimented more feels more relevant than the more incremental listings of multiple 2000 3000 and 4000 series NVidia GPU's.</p>
]]></description><pubDate>Tue, 07 Apr 2026 11:39:58 +0000</pubDate><link>https://news.ycombinator.com/item?id=47673639</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47673639</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47673639</guid></item><item><title><![CDATA[New comment by whizzter in "Every GPU That Mattered"]]></title><description><![CDATA[
<p>Recency bias probably, Iirc I think the 3000 and 4000 series did make significant improvements on RTX performance so compared to the 2000 series it's far more useful today.</p>
]]></description><pubDate>Tue, 07 Apr 2026 11:35:48 +0000</pubDate><link>https://news.ycombinator.com/item?id=47673591</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47673591</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47673591</guid></item><item><title><![CDATA[New comment by whizzter in "We replaced Node.js with Bun for 5x throughput"]]></title><description><![CDATA[
<p>And they include "phase 3 opts" in the phase2 benchmark, so the move to Bun also includes improvements from removing "safeParse". So Node might've been at more than 40% of the performance.<p>It's sad since these kinds of numbers are interesting, but when there's blatant misrepresentations it just create a stink.</p>
]]></description><pubDate>Mon, 06 Apr 2026 09:59:22 +0000</pubDate><link>https://news.ycombinator.com/item?id=47658874</link><dc:creator>whizzter</dc:creator><comments>https://news.ycombinator.com/item?id=47658874</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47658874</guid></item></channel></rss>