Iirc it's fairly lightweight without much overhead. It's not as heavy as running VM your PC.
pycorax
They specifically called out generative AI though. Stuff like separating photographs to individual pieces doesn't require generative AI specifically. Machine learning models that fall into the general umbrella of AI already exist for object segmentation.
It was actually a third party open source project originally lol
There's a reason they made PowerToys Run. It's miles ahead of the default Windows search experience.
Not sure what you mean here with your sarcasm. Proton means that developers can just write games for Windows and expect to make that version compatible with Linux with minimal changes as opposed to making a native Linux version.
As a developer myself, I know that it doesn't make sense for a developer in most cases to write a Linux version and support it when the Linux user base is tiny by comparison. It happened with OS/2 and it can happen again. Not to mention Linux game developer tooling pales in comparison to Windows with DirectX.
I expected this from the start once proton was introduced, just not from Valve themselves... Welp. It's now inevitable.
Sounds a lot like what the fascist regimes of world war 2 were doing...
Would help if OP posts info on what device he's using. The post is completely fine and loads and runs smoothly for me on my phone which I just recently bought.
The worst is when it's buried in Github issues or in a header file with thousands and thousands of lines of code. Yes I'm looking at you DearImGui, your documentation is awful and I'm already being generous.
They should make any developers who are required to write documentation go through this step. It'll be an interesting day and you'll actually learn something.. I hope.
Iirc the die area for Apple's chips are also a lot larger and that's expensive. It's a lot easier for them to tank that cost because they are building them for themselves rather than selling them to vendors who manufacture products like AMD.
OpenGL is a bit more complicated since it's more than just a specification in practical terms. The documentation and tooling for OpenGL was really awful compared to Direct3D. This is a huge issue when developers are working on implementing features. For instance, the documentation for glReadPixels is incorrect for years and you would have to refer to the wiki for it instead. Yet, the only way you would know this is if you scoured the internet and happened to find a StackOverflow page asking about symptoms that may not even match your issue.
Thankfully, Vulkan seems to be a lot better in this regard but I still curse the heavens everytime I need to go back to OpenGL when supporting older hardware.