mining hardware – miner v3.0 wont mine with my nvidia geforce 940MX graphics card

so, I recently got into mining bitcoin and I’m trying to use my laptop to mine some (even though it wont be much :/ ).

The problem I’m having is that miner v3.0 shows an error next to my graphics card and wont mine with it. I checked on the support page and found that the graphics card must support CUDA 5.0 or higher, whiich the GeForce 940MXX does.

I am confused as to why it wont work. Any help is appreciated.

graphics card – Games freeze and crash without any problems

I have a problem with games, specially new games!
My games freeze after 30~60 minute without any error or any hardware failure
I use monitoring programs like Afterburner and etc… and everything is normal, like heat or fan speed or…
My PC : Z390 Gigabyte + Core I5 9400F + 16G RAM + 750W power + GTX 1080
I search and test every solution in internet but still cant fix!

Run 9 monitors from three graphics cards off a single pc?

Run 9 monitors from three graphics cards off a single pc? – Super User

graphics card – Monitor has a stuck flickering image on the background, it persists through reboots, and it persists through different GPUs

This is very odd behavior I have never seen because it seems the monitor itself, has RAM that has burned in or capacitors keep a buffer up or something for hours, because I have removed all power and tried several reboots and resets and an image of a program since the first time it crashed is still there at the background flickering while you can hover other programs on it but they still get distorted as well.

I would normally consider this a falty panel, but it is clearly a hardware issue in the rest of the monitor itself, because the OSD comes up crystal clear with the artifacted image flickering behind it and windows has the fault after several reboots and on different GPU slots (I have 3 monitors and 2 GPUs).

Unity Project Settings: What is the difference between “Graphics -> SRP settings” and “Quality -> Rendering -> URP Asset”

As the title says, I am a bit confused about the aspect that the URP asset is referenced from two different settings:

  • Project Settings -> Graphics -> SRP settings
  • Project Settings -> Quality -> Rendering -> URP Asset

In a blank URP Project, “Project Settings -> Graphics -> SRP settings” references the HighQuality URP asset, and “Project Settings -> Quality -> Rendering -> URP Asset” has three different tiers, all of which reference their respective URP assed (i.e., either LowQuality, MediumQuality, or HighQuality.

Switching from one quality tier to another applies the respective URP asset, i.e., if I switch the quality tier to Low, the LowQuality URP asset is applied, even though the HighQuality is still set in “Project Settings -> Graphics -> SRP settings“.

So now the question: Why do I have to set a URP asset in “Project Settings -> Graphics -> SRP settings” if it seems that it is overridden by the URP asset defined in the quality tab?

architecture – Supporting multiple graphics apis

I would like to support both OpenGL and Vulkan in my game (and potentially DX12 later). Currently I only know OpenGL so I am working on that.

I have read a lot of posts about supporting multiple apis. Thus far I have been creating a non-specific interface with virtual functions for which I then create a .h/.cpp for the the OpenGL specific implementation. For example, I have a GraphicsDevice.h and a GLGraphicsDevice.h and GLGraphicsDevice.cpp. I then have this in my initialisation code:

GLGraphicsDevice gl_graphics_device = GLGraphicsDevice(&gl_window);
GraphicsDevice* graphics_device = &gl_graphics_device;

Using the above approach I would have to determine somehow whether graphics_device would be GLGraphicsDevice or VKGraphicsDevice which I would most likely do using a configuration file.

I recently came across a different approach of handling multiple apis suggesting the use of macros:

  1. Have a base class with the common data e.g., IndexBufferBase.
  2. Each API class (e.g. GLIndexBuffer) inherits from the base class and handles API-specific functionality, such as creating the index buffer and drawing with it.
  3. IndexBuffer inherits from one of the API classes depending on which macro is set.

I’m not sure how I would set the macros for the above approach.

I’ve read that macros should be avoided but I’ve also read that virtual function calls are costly, so which is the better approach? Or perhaps there is another option?


graphics – Rotate 120-Cell Animation

I have seen some code ( to create an animation of a hypercube rotating, but I’m really struggling to understand how it works. I find it quite complicated. Suppose I would like to create a very similar animation, but rather than a hypercube, using a “hyperdodecahedon” (AKA 120-cell) instead? Does the code need to be completely rewritten in order to achieve that, or can it be done with just a few minor changes? How would you create that animation for a 120-cell?

Perhaps something like this:

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