diff --git a/archive/threads/NOTimothyLottes/2026-10-04-if-the-deck-1-did-4m-units-youd-only-need-a-2-5/index.md b/archive/threads/NOTimothyLottes/2026-10-04-if-the-deck-1-did-4m-units-youd-only-need-a-2-5/index.md new file mode 100644 index 0000000..09fe26b --- /dev/null +++ b/archive/threads/NOTimothyLottes/2026-10-04-if-the-deck-1-did-4m-units-youd-only-need-a-2-5/index.md @@ -0,0 +1,46 @@ +--- +title: "If the Deck 1 did >4M units, you'd only need a 2.5% attach rate to hit 100k unit sales." +type: archive +source: twitter +source_url: "https://x.com/NOTimothyLottes/status/2106583907928064260" +author: "NOTimothyLottes" +handle: NOTimothyLottes +post_id: "2106583907928064260" +date: 2026-10-04 +archived: 2026-10-06 +draft: false +tags: + - archive + - twitter + - NOTimothyLottes +description: "If the Deck 1 did >4M units, you'd only need a 2.5% attach rate to hit 100k unit sales." +in_reply_to: "" +--- + +## Source + +- URL: https://x.com/NOTimothyLottes/status/2106583907928064260 +- Author: NOTimothyLottes (@NOTimothyLottes) +- Posted: 2026-10-04 03:15:16 + +## Thread + +**1/** **@NOTimothyLottes** ^2106583907928064260 + +If the Deck 1 did >4M units, you'd only need a 2.5% attach rate to hit 100k unit sales. Scale that by your sale price and subtract off dev costs. I think Valve already cross the threshold for being a sustainable platform for 2-the-metal exclusives for a single person dev team. + +**2/** **@NOTimothyLottes** ^2106585155179561310 + +Doing RNDA2 + RDNA3.5 (speculation for Deck2) shaders would be trivially easy in asm. I don't know if the command packet structure changed across those gens, but if you only really do a few minor things like {flush, dispatch, bottom of pipe events, etc} for compute ... + +**3/** **@NOTimothyLottes** ^2106585655870697702 + +Could spin up an AMD GPU based SteamOS to-the-metal-driver in a very short time for Deck1 and Deck2 and AMD RDNA GPU'ed Linux portability. All kernel interfaces (no usermode libraries). + +**4/** **@NOTimothyLottes** ^2106586686197203439 + +It would present trouble for Valve, because it would need master DRM access to the VT and would bypass the Wayland layer completely (and bypass Valve's compositor). Interesting question if they would support these kinds of to-the-metal platform exclusives or not. + +**5/** **@NOTimothyLottes** ^2106588702273401120 + +I've personally been looking for an excuse to drop Windows completely for development, and maybe doing a AMD Linux + Deck 1/2 exclusive is the right transition point. The world does deserve too see what vintage hard core humans can do in assembly before we are all wiped out diff --git a/archive/threads/NOTimothyLottes/2026-10-06-if-one-used-bc7-for-a-giant-vq-code-book-like-a/index.md b/archive/threads/NOTimothyLottes/2026-10-06-if-one-used-bc7-for-a-giant-vq-code-book-like-a/index.md new file mode 100644 index 0000000..ef3af2d --- /dev/null +++ b/archive/threads/NOTimothyLottes/2026-10-06-if-one-used-bc7-for-a-giant-vq-code-book-like-a/index.md @@ -0,0 +1,30 @@ +--- +title: "If one used BC7 for a giant VQ code book like a sprite hardware background image, then mix that with texture based shading, you can decode tiles in real-time in shading itself because shading doesn’t need filtered lookups." +type: archive +source: twitter +source_url: "https://x.com/NOTimothyLottes/status/2107270393769685197" +author: "NOTimothyLottes" +handle: NOTimothyLottes +post_id: "2107270393769685197" +date: 2026-10-06 +archived: 2026-10-06 +draft: false +tags: + - archive + - twitter + - NOTimothyLottes +description: "If one used BC7 for a giant VQ code book like a sprite hardware background image, then mix that with texture based shading, you can decode tiles in real-time in shading itself because shading doesn’t need filtered lookups." +in_reply_to: "" +--- + +## Source + +- URL: https://x.com/NOTimothyLottes/status/2107270393769685197 +- Author: NOTimothyLottes (@NOTimothyLottes) +- Posted: 2026-10-06 00:43:07 + +## Thread + +**1/** **@NOTimothyLottes** ^2107270393769685197 + +If one used BC7 for a giant VQ code book like a sprite hardware background image, then mix that with texture based shading, you can decode tiles in real-time in shading itself because shading doesn’t need filtered lookups.