Zathalus
Member
I mean, ChatGPT 5.2 Codex Max, Claude Opus 4.5, and Gemini 3 Pro all agree you're factually wrong on quite a number of points. The advantage of your work having a paid GitHub copilot license means being able to use these advanced coding models is easy.I've got no issue with using AIs like Copilot and ChatGPT in general, but you proxying my point while not advocating for the point that you obviously don't understand the significance of the advent of hardware accelerated z/stencil buffering to 3D graphics, how the last fragment to be shaded in a game frame can't be completed - without tearing - unless it passes that test, and how that becomes the main delay in the critical path of low resolution when shader units and ROPs are in abundance to accelerate the fragment shaders, is hardly the same thing as me conducting the same discussion with ChatGPT myself and correcting it on it misunderstanding contexts, failing to remember that Opengl/Vulkan are both Client/Server models, and that the client submission is single threaded on the main CPU core.
It didn't even seem from your response like ChapGPT accepted that the CPU primary core and GPU for an interactive game logic/simulation is in lockstep - where the GPU can't predict the future before the gamer has interacted with the present rendered frame. So if you think that wall of info covered up your lack of real game rendering knowledge from your previous comment, then whatever,
but it doesn't change the reality that a frame can't correctly finish rendering a v-synched frame in a game to advance the CPU logic until the very last fragment from the projected geometry passes or fails its zbuffer/stencil test, so at low resolution - as we tend to zero - the zbuffer/stencilling becomes the most important constraint on the critical path - even if combined with BVH hidden surface removal lowering the overdraw per pixel to an optimal one and a half.
And, well, every single YouTube or technical testing I can find, finds the complete opposite as well, which I've provided quite a few, yet curiously you have not.
You should be a game developer, apparently Larian, CDPR, Ubisoft, Asobo, and a few others don't realize it's a simple matter of just lowering resolution to alleviate CPU bottlenecks. The Switch 2, despite having games upscaled from 360p still faces CPU bottlenecks, and that's from some of most technical competent game studios in the world.
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