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One for the residents / junior trainees 85yo F, post fall, referred from an exteral facility with plain films for operative management non-displaced # NOF Initial plain film below. Our trainees bought the story. I found it very suspect... #orthotwitter

24,583 görüntüleme • 2 yıl önce •via X (Twitter)

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From Great Wall Gardens Residents Athi River Great Wall Gardens Management Office Great Wall Gardens Cc: Ederman (Developer) Dear Management Team. Subject: Urgent Meeting Request Regarding Water Issues We hope this message finds you well. As residents of Great Wall Gardens, we are writing to request your presence at an urgent meeting scheduled for Saturday, 18th May 2024, starting at 9 AM. Thismeeting will take place outside the management offices. The primary aim of this gathering is to address the numerous and ongoing issues related to our water supply that have significantly impacted our daily lives and well-being. The following critical points need to be discussed:Water Unavailability: Residents have experienced frequent and prolonged periods without water, severely disrupting our daily activities; 1. Low Water Pressure: When water is available, the pressure is often so low that it becomes unusable for household needs. 2. Misleading Information from Management: We have encountered numerous instances of false or misleading information regarding the water supply situation. 3. High Water Bills: Despite the poor service, residents have been receiving exorbitantly high water bills, which are unjustifiable. 4. Dirty Water: The quality of water provided is frequently substandard, with residents reporting dirty and unclean water. 5. Consistent Same Figure Bills: There is an unusual consistency in the billing amounts, raising concerns about their accuracy and fairness. 6. Estimated/Cooked Water Bills: Many residents believe that the bills are not based on actual consumption but are arbitrarily estimated or manipulated. 7. Smelly Water: The water often has an unpleasant odor, making it unfit for use. Faulty Meters: There are widespread issues with faulty meters, leading to false readings that do not match actual household consumption. 8. Lack of Communication & Water Rationing Schedule: There is a significant lack of communication from management regarding water rationing schedules, leaving residents unprepared for water outages. These issues have caused immense frustration, inconvenience, and distress among the residents. We believe it is essential to address these concerns urgently and collaboratively to find sustainable solutions. We earnestly request your attendance at this meeting to engage in a constructive dialogue and work towards resolving these critical issues. Your presence and cooperation will demonstrate a commitment to transparency and accountability, which are vital for rebuilding trust with the residents. Thank you for your attention to this matter. We look forward to your positive response and meaningful participation on Saturday. Yours sincerely, Concerned Great Wall Gardens Residents.

Cyprian, Is Nyakundi

171,748 görüntüleme • 2 yıl önce

As a graphics engine coder I think when you look at a flickering bug like this one in the video below it’s not immediately obvious what is going on. The key here is observation - to study this flickering/bugged render carefully - what do we see? Firstly for me it was very obvious that nearly all of the scene shadows were flashing on and off - but (but!) there was a secondary issue where some buildings and parts of the sky were also flashing purple. Hmmmm. Interesting. I initially thought then this might be two separate bugs - but because the sky purple element could only based on full screen post fx and not 3D rendering I looked at this first with a few GPU captures to step through all our post processing to find the rendering stage which made these pixels turn purple: When I did this I found the colour 3D texture LUT grading that makes our different biomes have unique colour palettes was going very wrong - colours near 0 or 1 were wrapping and making the purple elements that we see in the said sky and base parts. The only way this could happen was if the texture was corrupt (which it was not) or if the 3D texture sampling was wrapping and not clamped as intended. That was the Eureka moment - because if the post fx had the wrong texture sampler then the disappearing shadows which also require an exact texture sampler for comparing depth might be also wrong because of the same kind of texture sampling issue! So with this idea that the engine was using the wrong texture samplers, but only in very high draw call scenes like the big base here I the looked at some engine limits and found the bug very quickly - a circular dx12 descriptor buffer for samplers running out over multiple frames, reusing the wrong data for new scenes inflight. Hence the flickering, as the GPU randomly got wrong samplers for some post textures or shadow depth. Easy to fix with triple limits for future expansion and also adding an assert/debug spam in case this limit is ever reached again - QA testers would see this message and report if they ever saw a flicker with this style of bug. My bug and my bad from 2017 porting NMS to DX12 without foreseeing how massively complex bases and our game would grow.

Martin Griffiths

72,855 görüntüleme • 1 yıl önce