View allAll Photos Tagged debugging
The Witcher 3: Wild Hunt | Downsampled from ~32MP | Debug Console | HD Reworked Project | Photomode 2inOne | Debug Console Extensions | High Quality Faces | Nvidia Ansel |
Dark Souls Remastered
• Debug Menu (free camera and timestop. FOV cannot be changed in free camera mode, it is locked)
• 9400x5400 (cropped and downsampled)
• Reshade
The Witcher 3: Wild Hunt | Downsampled from ~32MP | Debug Console | HD Reworked Project | Photomode 2inOne | Debug Console Extensions | High Quality Faces | Nvidia Ansel |
"Brothers: A Tale of Two Sons" - 2400x3200 Downsampling , 4xSSAA , Debug camera ,removed debug info , Engine ini tweaks , custom fov, SweetFX
This is a debugging image for helping to sort out the lakes tagged as coastline in OpenStreetMap. There are various lakes and areas of water that are not sea that are currently marked with natural=coastline. They should actually be marker natural=water as per guidance on the OSM wiki.
Dark Souls Remastered
• Debug Menu (free camera and timestop. FOV cannot be changed in free camera mode, it is locked)
• 9400x5400 (cropped and downsampled)
• Reshade
"Brothers: A Tale of Two Sons" - 2400x3200 Downsampling , 4xSSAA , Debug camera ,removed debug info , Engine ini tweaks , custom fov, SweetFX
I just love the art in this game.. so beautifull , it's like i want to take a walk there :)
Advanced menu > Debug Settings and CameraOffsetRearView Z=0.000 can make it easier to navigate through low-ceiling spaces. Camera is vertically level with your avatar instead of pointing downwards.
The Witcher 3: Wild Hunt | Downsampled from ~32MP | Debug Console | HD Reworked Project | Photomode 2inOne | Debug Console Extensions | High Quality Faces | Nvidia Ansel |
I've been having some issues with our MoMA-bound Cabspotting visualization lately, and, as is often the case, ended up having to create another visualization just to figure out what the problem was.
Each of the white dots represents a discreet data sample–the location of a specific cab at a particular time. Here, samples for each cab are placed on a separate row and arranged temporally from left to right. More "active" cabs (i.e., the ones with more available samples) are placed at the top.
The green and red marks at the top represent the start and end times of the displayed period. For each cab, an algorithm seeks through the list of segments between each sample that fall within them. The hue corresponds to the position in the line between the start and end of the period: Green lines are closer to the start time, red ones to the end time.
So, what does it show? Primarily, that there is quite a bit of "bad" data in our set. Those long lines at the bottom indicate extended periods of time during which those cabs weren't transmitting their locations. Most cabs tend to ping the depot every 30-60 seconds, but some do it less than once per hour. For the most part, though, the consistency of that green-to-red column seems to indicate that we've got a pretty good idea of where most of the cabs were in that time period, and with a reasonable degree of resolution.
God, I'm such a geek.
Hello, all right?
These pictures were taken using the following mods:
- Debug console enabler;
- Improved sign effects;
- PhotoMode 2inOne; and
- STLM; and
- Swamp zone lighting mod.
For various reasons (most of all to use proper 1.8v logic on the RAM bus) I switched FPGA boards. Now I'm using a pretty low-level breakout board from Spark Fun which gives access to all the pins on a Spartan 3E (XC3S500E). Two of the I/O banks are running at 3.3v, and two are configured for 1.8v I/O.
While I was at it, I also built a new USB interface using an FT2232H Mini Module from FTDI. This USB interface supports high-speed trace logging (over 27 MB/s currently) as well as configuring the FPGA and setting up runtime parameters (like clock frequency, read/write tracing, etc).
Dark Souls Remastered
• Debug Menu (free camera and timestop. FOV cannot be changed in free camera mode, it is locked)
• 9400x5400 (cropped and downsampled)
• Reshade
We're trying to debug a mysterious crash that happens when hundreds of simultaneous users all try to do basically the same thing at the same time, grab the open Treasury list spot.
Towards this effort, we organized an 'explosion party' which was met with great success. We had an explosion! We also were able to film it with metaphoric high-speed cameras. The sudden dip in the top graph shows a mass disconnection of all currently connected clients. The corresponding spikes in the middle and bottom graphs show both bandwidth and CPU rising sharply just after the disconnect.
Now to find and fix this annoying bug...
(it should also be noted that there are 20+ gigs of text log files to examine, definitely not appropriate for Flickr)
Shinya Arimoto’s third publication with Tokyo-based publisher Zen Foto Gallery is a deep dive into the world of bugs, critters and insects. Shot between 2010 and 2019, Arimoto travelled to the mountainous areas of Okutama and Hinohara – far away from the city but still part of Tokyo Prefecture – to capture moths, mantises, worms, spiders, snakes, frogs and other animals up close. Brilliantly, Arimoto intersperses photographs of abandoned architecture as traces of past human activity, widening the scope of his series. For Arimoto, the city of Tokyo and these mountainous areas belong to different sides of the same coin, and insects – beings that clearly belong to a different realm of nature than us – transcend the boundaries between these sides, free to move back and forth between the two. Arimoto captured another world within Tokyo, dominated by the most successful creatives on the planet, unimpressed by the ongoing sprawl of the asphalt and cement megalopolis.
My wife said she thought she had a bug in her computer. She was right. I found it and debugged it for her. Now everything is working just fine!
- Debug Сonsole Enabler
- Downsampled to 4k (vsr)
- custom reshade
Currently still working on my new reshade to give a more darker sad atmosphere look .
Dark Souls Remastered
• Debug Menu (free camera and timestop. FOV cannot be changed in free camera mode, it is locked)
• 9400x5400 (cropped and downsampled)
• Reshade