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Shiny Quagsire Profile
Shiny Quagsire

@ShinyQuagsire

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27, He/Him | ARM(S) wizard, Nintendo/Meta Horizon OS enthusiast • https://t.co/6XTorw4ZAX • 🦋 https://t.co/1yTp9lgJhe

Wyoming, USA
Joined November 2013
Don't wanna be here? Send us removal request.
@ShinyQuagsire
Shiny Quagsire
2 days
oh yeah also YouTube comments, somehow those are still mostly pretty average.
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@ShinyQuagsire
Shiny Quagsire
2 days
like, Bluesky comments are mostly ok but the UI kinda sucks to navigate and the users are a bit samey, Mastodon is just unemployed Europeans mostly so also not interesting to read.
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@ShinyQuagsire
Shiny Quagsire
2 days
My Twitter screen usage has diminished to like, this, bc I used to like scrolling comments but now the top comments are either slurs or someone with 88 in their username (if not the first post, within 2-3). somehow Reddit is the only aggregator with "average" comments these days
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@ShinyQuagsire
Shiny Quagsire
2 days
thanks to the power of friendship (the DSi Mode Hacking discord) I've doubled my FPS, starting to look decently playable
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@ShinyQuagsire
Shiny Quagsire
2 days
the only thing that makes me sad doing DS homebrew dev is that somehow the VRAM and RAM debug tools peaked at VisualBoyAdvance and no$gba, I'd love to have a good visual of my VRAM usage rn.
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@ShinyQuagsire
Shiny Quagsire
4 days
testing on my 3DS, I can actually get in-game thanks to the extra 32MiB of RAM, just like the simulations. I tried adding deferred texture loading to eek out a bit more loading, but it has the performance aesthetics of shader compilation stutters lol
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@ShinyQuagsire
Shiny Quagsire
6 days
Most of the maps load with 32MiB RAM (development DSi or 3DS), with 16MiB RAM I have to really start cutting down all the menu assets that load by default. Might have to work out some kind of texture hot-loading to make it happen.
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@ShinyQuagsire
Shiny Quagsire
6 days
Got all my texture issues sorted out and honestly I'm pretty tickled at the quality all things considered
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@ShinyQuagsire
Shiny Quagsire
6 days
I wonder if I could do something cursed and stash the vertex W into the lower bits of the vertices, and then have the projection matrix bitshift-overflow the XYZ into a usable W. just to really make the emulator devs sad ofc.
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@ShinyQuagsire
Shiny Quagsire
6 days
I got my OpenJKDF2 DSi port to a decently playable framerate yesterday (a blistering 10-20fps), though the game's renderer is surprisingly annoying to get working on the DS GPU bc it does viewport clipping on CPU and the DS doesn't really allow setting vertex Ws by hand
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@ShinyQuagsire
Shiny Quagsire
8 days
finished the Death Stranding 2 ending. ROT13 Ovg_Sehvgl_Qbt.wct.
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@ShinyQuagsire
Shiny Quagsire
10 days
RT @Prohurtz_: Have you ever wanted to bring the "Activate Windows" watermark into VR? I sure didn't, but I made an overlay anyways! Enjoy….
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@ShinyQuagsire
Shiny Quagsire
10 days
for anyone unfamiliar, the eye tracking is an artifact of how Apple's Variable Rasterization Rate-based dynamic foveation handles mipmaps, but in this testbench it's a good indicator of how distances, size, and texture filtering can impact visual clarity of 2D content.
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@ShinyQuagsire
Shiny Quagsire
10 days
Fixed up VRRClarityTestbench with a user interface, for whenever a new Apple headset comes out and ppl start pointing cameras through the lens again. Lots of options for controlled/reproducible testing and looking at mipmaps/texture filters vs eye tracking.
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@ShinyQuagsire
Shiny Quagsire
12 days
Q22.10 is my favorite I think, can't even stay attached to the floor lol
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@ShinyQuagsire
Shiny Quagsire
12 days
after porting OpenJKDF2 to C++ so I can use templates for this: behold, Q16.16 somehow not being entirely broken (except the attached surface physics I guess)
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@ShinyQuagsire
Shiny Quagsire
12 days
compiled OpenJKDF2 with every `float` converted to `_Float16` and it's honestly way more functional than it has any right to be. (my hope is to get the game working with 16-bit fixed point, or at least 32-bit fixed point, for my half-baked DSi port)
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@ShinyQuagsire
Shiny Quagsire
14 days
(I'm a certified 10+yr Arch Linux user btw I'm just shitposting for fun).
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@ShinyQuagsire
Shiny Quagsire
14 days
u can tell the Quest is based on Linux bc the Definitely Supported USB Ethernet requires a terminal command to work.
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@ShinyQuagsire
Shiny Quagsire
15 days
weird, LayerRenderer.Drawable.computeProjection actually creates symmetric view tangents now, rather than the asymmetric ones that used to be created when the device launched. Wonder if Apple decided it was too much of a pain for reprojection and just overrender instead now.
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