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Every time I think the ESP32-S3 has hit its limit, someone finds another gear. This open-source Jet renderer is now pushing the S3 even harder. Real-time screen-space reflections, water ripple distortion, lens flare and 8 ships on screen, all running on a tiny MCU. Performance dropped from around 60...

15,924 Aufrufe • vor 6 Tagen •via X (Twitter)

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Someone ran Claude Code on an e-ink notebook and the slowest screen in the world suddenly turned out to be the best home for an AI that already thinks one word at a time. This is the reMarkable Paper Pro, a paper tablet for notes with no browser and no social media and not a single app. He went into it over SSH and brought up Claude Code on Opus 4.8 on Claude Max and typed right into the terminal on the paper screen: "hello reddit, this is ssh terminal on rmpp". For years this screen got slammed for one thing. E-ink is too slow and it draws with a delay and it ghosts and it is no good for real work. But Claude itself puts out a thought one word at a time. And here is what came out of it: the very thing that killed the paper screen for normal software lined up perfectly with the pace of the AI. There is no more lag because there is nothing left to lag. And then come the things no monitor can give you. Your eyes do not get tired. You can watch Opus think on max effort for an hour and it feels like reading a book and not staring into a backlight. Nothing distracts you. Not a single notification and not a single tab and just a cursor and an agent that writes code while you simply watch the page. The charge lasts for days. E-ink barely touches the battery so Claude can grind on a task all night long and the tablet is still alive by morning. And it weighs as much as a notebook. The whole work setup now fits into a bag like a notepad with a stylus on top. Everything on the screen is for real: Claude Code v2.1.162 and bypass permissions on and Opus going off to think on max effort right on the e-ink. In my opinion this is the most unexpected home for an AI this year. Not a farm of graphics cards and not a wall of monitors but a quiet sheet of paper on a coffee table where the most powerful Claude writes code one word at a time like a pen.

Blaze

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In my previous post about the #Nioh3 demo, I mentioned that when the game isn’t consistently holding 60 FPS or 120 FPS, several issues can show up. Here’s a clearer breakdown of what's going on. The main reason is that the game speed and physics are tied to the frame rate. When you enable the 120 FPS cap, the engine start overreacting and pushes CPU usage very high, even if the game is still running at around 60 FPS (as shown in the first example). In the second clip, you can see the uneven, jittery camera movement I mentioned before. Notice how much smoother 60 FPS and 120 FPS look compared to the unlocked side. Also, camera movement at 60 FPS is slightly faster than at 120 FPS. In the third clip, player movement is slower when the frame rate is unlocked. This doesn’t happen all the time, but it shows up often enough to be noticeable. Because of how the Katana Engine behaves, the game is clearly designed around 60 FPS. Running at 120 FPS is possible, but it’s only recommended if your system can maintain that target almost all the time, which isn’t easy to achieve. There’s also an alternative workaround where you select the 60 (locked) option and enable Frame Generation (DLSS or FSR 3), as shown in the last clip. The downside is that DLSS Frame Generation tends to show the same stuttery look as when the frame rate isn’t holding a fixed target, likely due to Reflex keeping the frame rate slightly below target. FSR Frame Generation, on the other hand, looks much smoother and works better here.

BenchmarKing

17,820 Aufrufe • vor 6 Monaten