See rune2e.sh for info on how to run the experiment.
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| <# Workaround for NVIDIA's DLSS4 whitelisting | |
| DLSS4 was launched alongside the RTX 5000 series and comprise several new and interesting | |
| features, f.e. additional presets for Super Resolution, using a newer Transformer model. | |
| Arguably these features increase image quality significantly. To various degrees these | |
| features are also available for older RTX cards, and older games using DLSS3/2. | |
| Using third party apps like DLSS Swapper etc remains a convenient way to, on a manual basis, | |
| swap out DLLs which contain the above mentioned functionality, per game. Downsides to this is | |
| primarily that swapping out DLLs for online multi-player games may trigger an Anti-Cheat | |
| system, and there is of course also some manual work of updating to newer versions/DLLs. |
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| #!/usr/bin/env python3 | |
| """ | |
| Expose Ollama models to LM Studio by symlinking its model files. | |
| NOTE: On Windows, you need to run this script with administrator privileges. | |
| """ | |
| import json | |
| import os | |
| from pathlib import Path |
Moved to https://api.fmhy.net
The following are examples of various features.
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| #if UNITY_EDITOR | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEditor; | |
| using System.Reflection; | |
| public class EditorFontSize : EditorWindow | |
| { | |
| // enable resize on launch to set a default font size , using this option will disable the ability to have the window accassible |
The initial source comes from sdcuike/issueBlog#4
https://github.com/PacktPublishing free to download books code by Packet
https://github.com/EbookFoundation/free-programming-books Very immense
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| using System.Collections; using System.Collections.Generic; | |
| using System.IO; using UnityEngine; | |
| /// <summary> | |
| /// Attach this script to an empty gameObject. Create a secondary camera | |
| /// gameObject for offscreen rendering (not your main camera) and connect it | |
| /// with this script. Offscreen camera should have a texture object attached to it. | |
| /// OffscreenCamera texture object is used for rendering (please see camera properties). | |
| /// </summary> | |
| public class OffscreenRendering : MonoBehaviour { |