Info Sec - Software Engineer - Game Designer - Mod Dev - Digital Artist

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Joined 3 years ago
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Cake day: June 9th, 2023

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  • I’ve always interpreted the whole LLM ‘training’ as unregulated data laundering at industrial scale. Companies will steal content from across the world, trade it in backroom deals, and then wash it in their data centers, before regurgitating it to the masses.

    As long as the exact portions of stolen data used is considered ‘trade secret’ under NDA, the copyrights are conveniently too scrambled to prove or enforce. Even if the LLM spat it out near verbatim, they will always argue it came to the same conclusion on its own because you could never prove their sources otherwise.

    This is why that, independent of its city sized power demands and rampant spread of misinformation, there will never be an ethical place for LLMs by their inherent design.


  • In general shader caches are compiled for the GPU hardware and driver they intend to run on, which means you can’t precompile all of them if you don’t know what hardware setup the software is going to run on. This isn’t unique to emulators either. PC games have this same problem and either stream it in the background or hide it in loading screens.

    The difference for emulators is that they don’t have the benfit of source code to work from and effectively have to decompile, translate, and recompile. These steps can change each version as translation accuracy improves but ultimately means starting over with a blank cache. For simpler consoles before unified shader pipelines, this isn’t much of an issue because there are a fixed number of render methods.

    In summary, you can really only share caches if the GPU, driver, and version are all the same. Otherwise the emulator will invalidate and recompile the cache.