A list of puns related to "Dynamic load testing"
Hi, so I'm a senior in University and for our capstone project I am the CAD Lead. I had one class in Solidworks that went over the basics (creating parts, making assemblies, mating, etc) and we scratched the surface on studies. In my capstone project I need to perform dynamic load testing (vehicle driving over a ramp) and thermal studies (how the part will react at min & max temperatures). I never got taught in the above two studies, but I ran into some difficulties and I was hoping that I could get some advice.
I truly don't know where to start with the dynamic load study and I was hoping for some reference I could read up on. I have had trouble finding any sorts of tutorials.
For the thermal testing, I was hoping that I could have someone look over my work to make sure I am applying everything correctly. The study I ran says that the part is deforming at room temperature, which should not be the case. (I did set reference temperature). I've been trying to reach my professor about this but I haven't heard back in over a week.
Any help would be greatly appreciated.
should i change any setting on enb?
Hi everyone, I just published a library that was originally born out of need for a personal project, but seeing as there wasn't anything quite like it, I decided to polish it up some more and make it available to everyone.
With ngx-dynamic-hooks, you can load fully-functional Angular components into any dynamic string of content in a safe and controlled way. Think the "[innerHTML]"-directive, but with the contained component selectors actually working.
What's more, you can not only load components by their selectors, but any other pattern of your choice as well! In other words, literally any piece of text can be automatically replaced by a component, if you so want. The library is built to be easy to extend with custom parsers for that exact purpose. This can be used in interesting ways.
Here are some of the main features:
The loaded dynamic components are created by native Angular methods and behave like any other component (inputs/outputs, content projection, change detection, dependency Injection and lifecycle m
... keep reading on reddit β‘Anandtech is nice enough to provide us will "drive full" and "drive empty" testing. But now SLC cache size can vary drastically depending on just how full the drive is. So you would expect at least some performance degradation not just when the drive is full-to-the-brim but when the drive is about as full as you would expect under normal use (e.g. 75% full). So ....how much performance degradation? No one tests to let us know. This is really frustrating. We all know that drives like the Intel 660p and Adata SX8200 pro are great for normal-use type tasks when empty, but no one buys a drive and uses it in an empty or near empty state. If we wanted to do this we would just buy a smaller and cheaper drive. From my perspective the relevant tests, and what should be the default tests, are those run at around 75-80% full, because that's the fill state that actually makes sense for a drive of that size (i.e. a fill state that would actually demand buying a drive of that size and not a smaller drive). Honestly, performance of drives using the Silicon Motion SM2263 controller, in particular, is so damned good in the absolutely unrealistic drive-empty state that it starts to feel like the controller has just been designed to game benchmarks. I don't know that this is the case, however, because I don't have access to the relevant benchmarks. It's really frustrating, in particular, to read reviews that only test at drive-empty, where we can be fairly confident that this will have no bearing at all on the performance we will see in actual use.
Billy Tallis did give a little bit of insight in the comment thread to this review. He says:
>I did run the Heavy and Light tests on this drive with it 80% full and the results were similar to the 100% full case.
That sounds really bad, quite frankly. It takes the drive tested from at or very close to being the very best performing drive of those tested in both tests to at or close to being the very worst performing. That's absolutely bad enough that access to that information would probably by itself change the purchasing decisions of a fair proportion of potential users of these drives. Unfortunately he also said that the kind of testing I'd like to see is very time consuming and that he did not have the time to run testing at different fill states for th
... keep reading on reddit β‘I need someone to test this out with me cause I'm not sure if I'm tripping or not.
I was testing out supersampling in the game to check how high I can push the graphics and stay at stable 90-120FPS (on the Index) and I figured there HAS to be a way to use the games Dynamic Resolution but change it around so instead of it downsampling (lowering ingame resolution) it stays at Native game res, but if your PC has the extra resources, it will supersample (higher ingame resolution)
There's actually some settings in the .ini that actually does exactly what I want it to but I'd like for someone else to test it because I'm actually not sure if it's working right.
These are the changes for SkyrimVR.ini:
bEnableAutoDynamicResolution=1
fLowestDynamicHeightRatio=0.500 - was 0.700, explanation beneath
fLowestDynamicWidthRatio=0.500 - was 0.700, explanation beneath
fRenderTargetSizeMultiplier=2.000
So basically, the games render target will want to go to 2.0 supersampling whenever your PC has the leftover resources for it, and since fLowerDynamicHeight/WidthRatio is 0.500 it will lower itself to the minimum of half of the render target, half of 2 is 1, which is native resolution.
I'll delete this if I'm wrong but please feel welcome to try this for yourself, ideally the game will be high resolution indoors (dungeons, inns, home etc.) but while being in cities, it will go back to native, or you can set it to lower if you really treasure your framerate.
edit: Im not 100% sure, but setting fRenderTargetSizeMultiplier too high will cause lower performance, even if Dynamic Resolution sets ingame resolution to native, I found myself being in reprojection more in 2.0, than for example 1.5.
Changing RenderTarget values also means you will have to do some maths on your side to determine native res for fLowestDynamicHeight/WidthRatio, going to console and typing in "dr" will give you current % and resolution values
You can also set Supersampling resolution through SteamVR, and just set DynamicRatio accordingly, apparently SteamVR supersampling is better for framerate.
Each of these tactics is meant to optimize for the "best out of the bunch". Yet, I haven't found a clear strategy anywhere on the web about the sequence in which one of them is better used than the other (maybe I wasn't looking hard enough).
Sure, some are more optimal at bigger budgets - how bigger? And why that number?
Hence, I thought we could use the magic of Reddit crowd-sourcing to try and settle this.
What is your experience with each of them and when do you prefer to use one over the other? Data is very welcome.
If we build a clear enough system I will design a diagram or something to share with everyone.
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