[quote=“EgonOlsen,post:5040,topic:49634”]
It’s a Gigabyte GTX 770 4GB card. I hope you can understand my skepticism at putting a graphics card in an oven.
What is it supposed to solve? What is supposed to happen?
Time, temperature in the oven?
[quote=“EgonOlsen,post:5040,topic:49634”]
It’s a Gigabyte GTX 770 4GB card. I hope you can understand my skepticism at putting a graphics card in an oven.
What is it supposed to solve? What is supposed to happen?
Time, temperature in the oven?
Reflowing solder connections.
People say it’s for reflowing, but i’m not convinced at all.
Keep in mind that leaded solder is not allowed in consumer applications since many years.
Many of these “bake your card”-tutorials use values of 195°C to 205°C which is not enough to melt many lead free solder compounds (~220°C), not reaching the melting point doesn’t mean it flows slower, it means nothing significant is happening to the solder.
There is lead free solder that flows at a lower temp (185°C), but who knows what exactly is used for graphics cards.
Now keep in mind that the solder joints (if really broken, most likely they aren’t) are now oxidized/dirty where they broke and will need flux to re-bond on their own, even when at a sufficient temperature.
It is much more likely that an integrated circuit is damaged irreversibly (maybe the VRAM?). Heating it moves atoms around and makes the card “work” (not work in the sense of functioning, but work like in bend/expand/move) it won’t fix your issue for long though.
(Correct me if i’m wrong…)
The GPU essentially seems to show the same artifacts as if it was overclocked, so I don’t think it’s the VRAM.
Prototyping a psychological horror game. You live alone, no job, no friends, no family, and you need to keep your light bill down - but in the dark, the supernatural has free reign.
Haven’t got much gameplay yet but for one day’s work I’m happy.
Neither am I. But a german print magazine had a test a few months ago and it helped for some cards. So if it’s dead anyway, it might be worth a try. Just keep in mind that the card might emit all kinds of funny chemicals when being baked… ;D
In order to reflow solder something properly you need good control of the total time temperature profile. To long at reflow temp is bad. Not enough time is bad. Heating it too quickly can result in uneven heating. Cooling to quickly can crack solder joints (new lead less solider is much better these days however).
I have my doubts it would ever work in an Oven. Where 220C could mean anything between 200 and 250C! And swinging between these levels.
As “promised” 3 days ago, I wrote a 6502 cpu emulation to execute my assembler programs. Of course, one can combine this with the BASIC V2 interpreter that I did a few months ago.
So the ultimate goal has been reached: I can now do HTML-templating not only in good old Commodore Basic but I can use assembler in the templates as well (for speed, you know… ).
After all, I would still rather code this way than using PHP…
Example template:
<!DOCTYPE html>
<html>
<head>
<title><?cbm 10 PRINT "Title: ";TT$?></title>
<?cbm:asm
*=$c000
MEMORY = $2000
ldx #$00
loop lda TEXT,X
beq end
sta MEMORY,X
inx
jmp loop
end rts
TEXT .text "<li>C64 rocks!</li>"
.byte $00
?>
</head>
<body>
A nice looking list:
<ul>
<?cbm
20 FOR I=1 TO CN
?>
<li><?cbm 25 PRINT NA$;":";I;?></li>
<?cbm
30 IF I=5 THEN GOSUB 100
?>
<!-- YEAH -->
<?cbm
40 NEXT I
45 GOSUB 300
50 GOTO 500
99 REM SUBROUTINE
100 PRINT"<li>Five is a nice number</li>":RETURN
200 REM ---
210 REM run assembler code and print out the result
300 SYS 49152
310 FOR I=8192 TO 8210:PRINTCHR$(PEEK(I));:NEXT
320 RETURN
500 REM --- end of basic program
?>
</ul>
</body>
</html>
I implemented a correct dashed line in BabyGraph. Now I can draw a dashed line with a given color and a given width for every polygon in libgdx.
That was a pain. It is simple math … draw a line, don’t draw a line etc but I need more than 4 weeks to implement it correctly.
And now I am so happy … no that was a lie … I am sooooooo happy. =)
I’m really happy to share the first video of my project. Actually, it’s really simple but I’m just starting this small project.
Today I finished the basic light system, including ambient, spot, and point lights.
p-al4JuQA5w
I finally got around to implementing a re-usable “template” solution for Spring MVC applications using generics and the Callable interface.
Previously, an endpoint would look something like this:
@RequestMapping(value="/Create", method=RequestMethod.POST, consumes=MediaType.APPLICATION_JSON_VALUE)
public @ResponseBody BaseResponse accountCreate(@RequestBody AccountCreateRequest request) {
BaseResponse response = null;
try {
controllerValidationService.validateAccountCreateRequest(request);
response = accountService.accountCreate(request);
controllerValidationService.validateAccountCreateResponse((AccountCreateResponse)response);
} catch(BBException e) {
response = new ErrorResponse(e.getError());
} catch(Exception e) {
response = new ErrorResponse(BBError.UNHANDLED_EXCEPTION);
}
return response;
}
I’ve slimmed the endpoint down to this:
@RequestMapping(value="/Create", method=RequestMethod.POST, consumes=MediaType.APPLICATION_JSON_VALUE)
public @ResponseBody BaseResponse createArtistAccount(@Valid @RequestBody CreateArtistAccountRequest request, Errors errors) {
return new ServiceExecutor<CreateArtistAccountRequest, CreateArtistAccountResponse>(request, artistAccountService.createArtistAccountCallable, errors).call();
}
It doesn’t seem like much, but it will save me a lot of time at work not having to type all of that out and create new validation functions for the request/response objects. If anyone is interested in Spring, my repository is here https://github.com/tobycaulk/NotableService. Keep in mind this was just started tonight, so there may be some odd design choices in the code.
It’s not gaming related, but I can spend all the time I save from re-using code by looking at all the awesome projects on here!
Just realized I could use the BSP tree structure to speed up shadow mapping -.- lmao
This scene of over 4k polygons (quake map dm1)
Dithered into 256 colors. You can see the palette used in the left side of the image
again, 100% software rendered.
3.6k polygons rendered in this frame. Each polygon has two textures blended together
found my SSR implementation today. I havent worked on it in nearly a year.
Finally got around to fixing the error in traversing the depth:
Though, it still has horrible errors with filtering through bad reflections:
I made a binary keyboard. Next I’m going to case it up.
https://giant.gfycat.com/AthleticHotGannet.gif
Click here for the high-res gfycat video.
My “But why?” gif is so relevant in this thread.
My “But why?” gif is so relevant in this thread.
Wessles face when he turns around to show this to us after it’s finished
That said, it’s cool as hell lol
Finally implemented background loading in SPGL2 resource loader. Splash screen now smoothly animated. Surprisingly a lot more complicated than at first meets the eye.
If I were a real timewaster, I’d try properly multithreading resource loading and having some sort of dependency graph… but I’m not that stupid
Cas