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I agree that many seem to have a narrow view of combat outcomes. I’ve seen in a couple of threads that Basic Roleplaying, for example, is described as a “lethal” system unless player characters get double the hit points. This is in spite of the game engine document stating that characters can surrender or flee from a fight. Granted, death is mentioned far more often in that document than surrender, and it’s a long document, so I’m not sure I can blame anyone for missing it. Fleeing is mentioned more frequently and there are several pages dedicated to chases.

I wonder how many tables would benefit from the game master simply asking players if they want to run away.

Storypath Ultra Core Manual Finalized PDF Published

https://lemmy.world/post/44306087

Storypath Ultra Core Manual Finalized PDF Published - Lemmy.World

The Storypath system is descended from the systems used in Vampire: the Masquerade, World of Darkness and other stuff from White Wolf publishing. There’s already games published by Onyx Path that implement Storypath (such as Trinity Contiuum & Scion), but this is a generic version with example settings included. This finalized version actually came out over a week ago, but today I noticed that despite the apparent interest in Storypath on Backerkit, nobody on r/rpg or here had posted about the announcement. I haven’t played it yet myself; does anyone here have experience with or interest in Storypath? Note: While the PDF is available now, it’ll be some months before the hardcover ships.

græy
Truly excellent GNOME slander. Who made this?
What is meant to be accomplished here?
Tried the demo! Plays great, runs great, looks good & is pleasing to the ears.

Is there any technical reason for some memory bus widths only showing up in cut-down GPUs?

https://lemmy.world/post/27701009

Is there any technical reason for some memory bus widths only showing up in cut-down GPUs? - Lemmy.World

There are some bus widths that are used in full discrete GPU dies and some that I’ve only ever seen in cut-down GPUs. Full-die GPU memory bus widths seem to always be: 64-bit × 2n × (1 or 0.75) where n is a whole number. Cut-down models can feature pretty much any multiple of 32 bits. ## Examples: - 128-bit bus: common in entry-level GPUs (RTX 4060, RX 6600 XT) - 160-bit bus: occasionally shows up in cut-down designs (Arc B570) - 192-bit bus: common in midrange & entry-level GPUs (RTX 5070, Arc B580) - 256-bit bus: common in midrange GPUs (RX 9070 XT, RTX 3070 Ti) - 320-bit bus: occasionally shows up in cut-down designs (RX 7900 XT, RTX 3080) - 352-bit bus: Appeared in the RTX 2080 Ti, which was cut down - 384-bit bus: common in upper-midrange & high-end GPUs (RX 7900 XTX, RTX 4090) Any insights into why this is? As a layperson, it seems like having a full die with perhaps a 160-bit bus for the entry level or a 224-bit bus for the midrange would at least occasionally make sense.

I originally had an open-access PDF linked. Not sure what happened to it. Maybe it was overridden when I added the image?

Edit: Brought the link back.

Photonic Network-on-Wafer for Multi-Chiplet GPUs (2023)

https://lemmy.world/post/26799575

Photonic Network-on-Wafer for Multi-Chiplet GPUs (2023) - Lemmy.World

If you think GPUs are big today, you ain’t seen nothing yet. This baby (theoretically) scales all the way up to a 300mm wafer. Abstract > This paper introduces the Photonic Network-on-Wafer (NoW) GPU architecture to overcome fundamental limitations in electrical interconnect scaling by implementing the inter-GPU network in a wafer- scale optical interposer. We argue that the photonic-NoW GPU is a scalable architecture, delivering significant performance benefits in a power-efficient manner.