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Joined 2 years ago
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Cake day: August 5th, 2023

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  • The secrets themselves were basically guids, they had quite a lot of characters. If sent MORE than 1 character, pretty low chance they would clash. But those long guids also covered a lot of letters and number - it wasn’t terribly difficult to find one single character that cleared authorization reliably.

    And maybe you’re joking lol, but multitenant meaning multiple businesses/customers using the same application stored in the same database. If Bob’s construction wanted to spy on Jim’s contracting, they’d just need to know the right header to send and could get whatever they wanted from the other customer partitions. User access should of course be limited to their own assigned partitions.





  • Shaders have to be processed when the video drivers are updated, and time to process will depend from game to game, how many shaders there are. After they are processed, shaders can be cached and recalled without a performance hit. But the cache will be invalidated after a driver update.

    If you skip preprocessing, you may see a hitch the first time a shader is used in a game scene. Like if you pick up a gun that shoots blue flames, and the game hasn’t used the blue flames before - it has to process that immediately before displaying the blue flames - which takes a split second.

    This realtime impact can be small or large, depending how many shaders load into a scene simultaneously. Loading a new map with lots of unique textures and unprocessed shaders is generally when you’ll see the big hitches as it scrambles to compile them.