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If your game uses more than 1% CPU and 1% GPU when paused you're doing something wrong.

A damn blurred screenshot should not make the GPU consume hundreds of Watts.


Paused game does not equal paused process. It means the gameplay clock has paused.

The rendering loop continues to run. The GUI is immediate mode and is still rendered. In some games visual effects continue to be rendered. If it’s a networked game the network code will continue to run.


I think the parent comment still ought to stand. Unless you're saying it's literally infeasible for some reason, which I find hard to believe?

A paused game is not like a paused video where there is no processing going on. A paused game still has all the rendering usually going on (unless the developers got time to implement something custom), audio still needs to continue, the only thing actually paused in the game logic and gameplay elements.

Given this the game needs to slow down and lock its frame rate while paused and in menus otherwise it will run at full speed and burn a lot of CPU & GPU time. Though I would say this is not usually an issue because it gets fixed pretty quickly during development.

Now more work can be done by the developers to make the paused state this efficient, but it is all a matter of priorities, and in all cases the developers would rather spend their time making the gameplay better and fixing crash bugs. If the player wants their game to run more efficiently then they should reduce the processing demands by limiting the frame rate and lowering quality settings.


Yes, I already understood all that.

> unless the developers got time to implement something custom

As I said: the point nevertheless ought to stand.


See this video: https://youtu.be/dVWkPADNdJ4?t=19m10s

Taken from this comment: https://news.ycombinator.com/item?id=47825155

Obviously not every game is doing that level of styling, but often a lot of stuff might still be happening when a game is "paused" for various reasons e.g. aesthetics, or handling input for pause menus, which usually offer you the ability to change all the games settings, e.g. video resolution, volume levels, etc. and also provide you with audio/visual feedback when you make choices, which requires keeping the audio engine running as well as rendering to the screen @ 60 fps.


If port 502/TCP is open you can probably access it via Modbus protocol. Implementing a Modbus client is trivial.

My rebranded Fox ESS hardware has it enabled and there's even official documentation of the so-called "registers".


I prefer the term "classic coding".


The first link's broken as it includes the semicolon.


There's a slash missing at the end.


The use of HAL 9000 in the top divider is a nice touch.


Hint: click it!


Regarding 1, that's like saying the Mongols beat the US at owning China (and most of Asia for that matter) by 700 years. And counting.


Tobias Engel's initial video about this was "Locating Mobile Phones using SS7" given at the 25C3 in 2008:

https://media.ccc.de/v/25c3-2997-en-locating_mobile_phones_u...


Let's also add a link to the handwritten version for good taste:

https://www.cs.utexas.edu/~EWD/ewd08xx/EWD831.PDF


So... the next step clearly is ChatGPT adding Ads to its output.


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