1_DevOps'ish

1_DevOps'ish

56200 bookmarks
Custom sorting
Copy Fail — 732 Bytes to Root
Copy Fail — 732 Bytes to Root
CVE-2026-31431. 100% Reliable Linux LPE — no race, no per-distro offsets, page-cache write that bypasses on-disk file-integrity tools and crosses containers. Found by Xint Code.
·copy.fail·
Copy Fail — 732 Bytes to Root
clicky - an ai buddy that lives on your mac
clicky - an ai buddy that lives on your mac
it sits right next to your cursor, sees your screen, and listens when you talk. like a friend who's really good at everything.
·clicky.so·
clicky - an ai buddy that lives on your mac
Where the goblins came from
Where the goblins came from
How goblin outputs spread in AI models: timeline, root cause, and fixes behind personality-driven quirks in GPT-5 behavior.
·openai.com·
Where the goblins came from
Apple Has Given Up on the Vision Pro After M5 Refresh Flop
Apple Has Given Up on the Vision Pro After M5 Refresh Flop
Apple has all but given up on the Vision Pro after the M5 model failed to revitalize interest in the device, MacRumors has learned. Apple updated the Vision Pro with a faster M5 chip and a more comfortable band in October 2025, but there were no other hardware changes, and consumers still weren't interested. The Vision Pro has been criticized for its high price tag and its uncomfortable weight.
·macrumors.com·
Apple Has Given Up on the Vision Pro After M5 Refresh Flop
US administration blocks Anthropic’s Mythos rollout
US administration blocks Anthropic’s Mythos rollout
The White House has told Anthropic it opposes expanding Mythos access to 70 more organisations, citing security and compute concerns.
·thenextweb.com·
US administration blocks Anthropic’s Mythos rollout
Zed is 1.0
Zed is 1.0
From the Zed Blog: The editor we set out to build is now 1.0.
·zed.dev·
Zed is 1.0
Emergency First Responders Say Waymos Are Getting Worse
Emergency First Responders Say Waymos Are Getting Worse
“I believe the technology was deployed too quickly in too vast amounts, with hundreds of vehicles, when it wasn’t really ready,” one police official told federal regulators last month.
·wired.com·
Emergency First Responders Say Waymos Are Getting Worse
How Many Frames Per Second Do You Need?
How Many Frames Per Second Do You Need?
Technically, both video games and movies are just a series of still frames (individual pictures), that are shown in quick succession. It’s only due to our human perception and brain, that we perceive an illusion of continuous movement - if that playback of individual images is fast enough. But how fast is fast enough? Movies And Biology The early movie industry found out, that 24 images per second is just barely enough to trick the human brain into perceiving continuous motion. At lower framerates we still can make out the motion, but it will feel choppy and unnatural - and that can be distracting. So, 24 fps covers persistence of vision, but if the images are shown as bright light, and the pauses between images are dark - then this framerate would still feel incredibly flickery. Pre-digital movie projectors solved this by using double-bladed shutters, which made each still image flash up brightly on the screen twice, but those 48 flashes per second still felt slightly flickery. Only when they went for triple-pladed shutters and showed each still frame three times in a row (effectively 72fps), did the flicker become entirely unnoticeable. In fact, 60fps is already enough for the vast majority of people, to overcome the flicker fusion threshold. 24 frames per second are good enough for movies - as that framerate will be perceived as continuous motion, as long as it’s filmed correctly. That includes not doing too fast camera pans, not allowing too fast motion too close to the camera, managing shutter speed to get just the right amount of motion blur, and so on, and so forth. Necessity became virtue - and today many of these tricks required to make 24fps work, are now considered essential elements of the expressive language of cinema, and central to create a cinematic look. So much so, that cinema purists will totally reject faster framerates, because then the movie then just looks and feels “wrong”. Video Games And Cargo Cults 30 fps are not good enough for most video games though. Even the original NES already did run games at 50 or 60 fps (depending on whether it was a PAL or NTSC unit). There wasn’t any motion blur in video games back then, and without that, any faster motion does look quite choppy in 30fps - even at those low resolutions (and small screens) typical of the time. Some slower games could get away with only updating the game logic every other frame, thus running internally at 30hz while still outputting 60fps (by showing each frame twice). Most platformers made use of 60fps though, because it simply was needed to give a smooth feel and responsive controls. Some newer consoles could get away with 30 fps in some games as well - if movement wasn’t too fast, camera turn speed was limited by analog sticks, the game was played on a TV with greater sitting distance than a typical PC monitor, maybe some motion blur being used, etc. - but even then it always was a bit of a crutch, in my opinion. But with limited hardware power, going for 60fps would have required to quite noticably reduce the visual fidelity of the graphics. So, fps regularly got sacrificed in favor of visuals. But 60fps is just the perfect sweet spot. It’s smooth, flicker-free and still works even when the player can turn the camera quite fast and abruptly with the mouse. It has another big benefit, and that is low input latency. When running at 30 fps, your input to the game is read 30 times each second, and the effects of that input are shown on the next frame - which means at least 33 milliseconds later - possibly more, if you factor in additional latency caused by mouse&drivers or the monitor. Running 60fps brings that down to 17 milliseconds. In a fast-paced game where twitch-skills matter, this does make a noticable difference. And that’s also the reason, why even in the early days, people playing first person shooters competitively, liked to run the game at framerates even greater than 60fps - even if their monitors couldn’t show more than 60. Despite those additional images never being shown - the decrease in latency felt worth it for high-end players. And of course, not so high-end players would then go do the same thing. But be careful - there’s also a bit of a cargo-cult going on there, with some fps priests singing praises far beyond what the actually achievable benefits of higher framerates are. And of course manufacturers and sellers of monitors and video cards like very much to lean into that with their advertising. Running at fps higher than 60 does comes with increased motion clarity - a small advantage that can also be relevant to games that don’t rely on twitch skills. Fast moving objects can appear sharper and with more clarity - if the framerate is higher. That benefit of course goes completely out the window, if you turn on motion blur - or have to sacrifice resolution to achieve it. That just totally counteracts it. But even with motion blur turned off - the actual gameplay benefits you get from increased motion clarity aren’t all that massive. Which also makes me question the value of AI frame generation. Maybe there’s an argument to be made for using framegen to push a game from 30 fps to 60 fps - to get smooth animation in a game where the hit you take to input latency doesn’t matter. And edge-case scenario. But I honestly can’t come up with any good use-case for multi-framegen at all. But I digress… In Conclusion In general the thing is - you are getting highly diminished returns from pushing fps to ever higher numbers. Going from 30 to 60 is stull huge. But then, from 60 to 120 gives you far less returns. And going from 120 to 240… many people aren’t even able to tell any difference there. Sure, if you know what exactly to look for, you might be able to tell the difference - but are you really gonna notice that while playing? Maybe a young player competitively playing a twitchy e-sports game over LAN (no added internet latency) does - but for an old, near-sighted fart like me playing a turn-based RPG like Baldur’s Gate 3, anything past 60fps is basically a waste. Also, getting a stable, consistent framerate is ultimately worth more, than getting a higher “average” framerate, but with way more frame-to-frame variation. So here’s the gist of it all: 24/30 fps is perfectly fine for movies and some slower-paced games where the camera doesn’t move too much. 45 fps can be an okay substitute for 60 on smaller screens - like the SteamDeck for example. 60 fps is the sweet spot for most games. Very smooth and also suitable for faster camera movements, great low input latency. At 90 fps you get diminishing returns kicking in hard - but might still be worth it for some fast-paced, twitchy, competitive first person shooters. 120 fps maybe, if you’re a professional e-sports athlete… but even then, only in certain specific games. For anything played online, the effects of higher framerates will most likely be negligible next to the effects of network latency. And 240 and more fps… at that point, it’s most likely just placebo with zero actual benefit That being said, there are of course inter-individual differences. Some people are more sensitive than others - and increasing age generally will make you slower in both your reactions and signal processing. So, some people might totally be fine with movie-like 30fps - while some others might feel that 120fps is fully worth it. But 60 fps is just that perfect sweet spot, still clearly noticable for the vast majority of people, beneficial for the vast majority of games, and right before the point of greatly diminishing returns.
·hooby.blog·
How Many Frames Per Second Do You Need?
GitHub is sinking
GitHub is sinking
The one where I suggest finding the nearest lifeboat
·dbushell.com·
GitHub is sinking
OpenAI Really Wants Codex to Shut Up About Goblins
OpenAI Really Wants Codex to Shut Up About Goblins
“Never talk about goblins, gremlins, raccoons, trolls, ogres, pigeons, or other animals or creatures unless it is absolutely and unambiguously relevant,” reads OpenAI’s coding agent instructions.
·wired.com·
OpenAI Really Wants Codex to Shut Up About Goblins
Copy Fail: 732 Bytes to Root on Every Major Linux Distribution. - Xint
Copy Fail: 732 Bytes to Root on Every Major Linux Distribution. - Xint
Xint Code disclosed CVE-2026-31431, an authencesn scratch-write bug chaining AF_ALG + splice() into a 4-byte page cache write. A 732-byte PoC gets root on Ubuntu, Amazon Linux, RHEL, SUSE. | AI for Security, Vulnerability Research
·xint.io·
Copy Fail: 732 Bytes to Root on Every Major Linux Distribution. - Xint
Warp is now open-source
Warp is now open-source
Warp is now open-source. The Warp client is on GitHub and the community can contribute via Oz, Warp’s cloud agent orchestration platform, with OpenAI as founding sponsor.
·warp.dev·
Warp is now open-source
Lindsay McGregor (@mcgregorlevf) • Instagram reel
Lindsay McGregor (@mcgregorlevf) • Instagram reel
117K likes, 1,533 comments - mcgregorlevf on April 16, 2026: "Workers drinking at 7am, Toyota still said yes. The factory GM gave Toyota was considered a wasteland. Workers were so checked out the line couldn't start some mornings. Toyota kept them. Within months, employees cut production time in half. Your underperformers aren't the problem. Your systems are. #Leadership #BusinessLeadership #OrganizationalCulture #WorkplaceCulture #ManagementTips #LeadershipDevelopment #SystemsThinking #PerformanceManagement #ToyotaWay #CultureTransformation".
·instagram.com·
Lindsay McGregor (@mcgregorlevf) • Instagram reel
An update on GitHub availability
An update on GitHub availability
Here’s what we’ve done—and what we’re still doing—to improve our availability and reliability.
·github.blog·
An update on GitHub availability
Can they both lose? | AI showdown: Musk and Altman go to trial in fight over OpenAI's beginnings
Can they both lose? | AI showdown: Musk and Altman go to trial in fight over OpenAI's beginnings
Technology tycoons Elon Musk and Sam Altman are poised to face off in a high-stakes trial revolving around the alleged betrayal, deceit and unbridled ambition that blurred the bickering billionaires’ once-shared vision for the development of artificial intelligence. The trial, which is scheduled to begin Monday with jury selection, centers on the 2015 birth of ChatGPT maker OpenAI as a nonprofit startup primarily funded by Musk before evolving into a capitalistic venture now valued at $852 billion. The civil lawsuit accuses Altman, OpenAI’s CEO, of double-crossing Musk by straying from the company’s founding mission to be an altruistic steward of the technology.
·apnews.com·
Can they both lose? | AI showdown: Musk and Altman go to trial in fight over OpenAI's beginnings
Notepad++ finally lands on macOS as a real native app
Notepad++ finally lands on macOS as a real native app
Notepad++ for Mac is finally here as a real native macOS app, bringing the familiar Windows editor experience without relying on compatibility layers.
·nerds.xyz·
Notepad++ finally lands on macOS as a real native app