[1:04:52][@Sharlock93][Hey Casey, can you do a 2-min recap of everything done today?]
[1:07:49][@andsz_][How often do you actually implement something from a paper?]
[1:08:45][@SvK151][What would be the worst case scenario if you had multiple threads trying to remove an asset? Couldn't you just wait till no thread was trying to remove the asset?]
[1:09:14][@Pseudonym73][One way to avoid the lock is to split the LRU list into two parts. Keep the most recent 25% of it in one partition and the least recent 75% in another. Only move an asset to the head of the list if it's in the least recent part]
[1:09:54][@JamesWidman][So IIUC, our problem is that "least recently used", in this context, means "least-recently-stopped-being-used-in-all-threads", and we can't really know that for certain without having some form of inter-thread communication.... Is that correct?]
[1:13:18][@Pseudonym73][You don't take the lock on hot assets most of the time]
[1:14:14][@Sharlock93][I haven't seen you drink any milk this stream, is that why you are tired?!]
[1:14:56][@EzyFool][You can avoid the genid gap checking list by keeping min/max/cnt rendergroup "done" ids, and freeing all assets <max when cnt = max - min, then reset min=max. Not the best if you want to free ASAP all the time. and the window gets large]
[1:17:45][@EzyFool][You know the min rendergroup that completed, but like you mentioned at the start, if they complete out of order, the min isn't...]
[1:18:31][@EzyFool][...correct when a gap occurs, so you need to track the interval and jump ahead when it fills. But maybe I'm just misunderstanding the situation]
[1:19:40][@Vargolindo][I'm at the Day 19 video (improving audio sync) and in order to get timeBeginPeriod to work I had to call it twice. Do you have any idea why?]
[1:21:07][@hitmanatee][Any update on what algorithm you are using to do laundry these days?]
[1:21:50][@EzyFool][Never mind, my keyboard & my internet seem to be dying, I'll wait 'til tomorrow]
[1:22:11][@Sharlock93][I think we should do a detour and make a simple ray tracer]