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The other replies are simplifying too much. Just adding or subtracting in a loop would be far too slow.
A multiplier will find the partial products by using AND gates, and then sum them, which is very similar to long multiplication as they teach you in school. This article explains it pretty well.
Division is more complicated. It’s sort of done like long division, but apparently that is slow and there’s some magic with two’s complements that can make it faster. Honestly I don’t fully understand it yet.
Most problems I’ve seen between Nvidia and Linux were caused by Wayland. If you’re using Fedora with Gnome (the default) then you can try hitting the gear icon when logging in and choosing “gnome on xorg” (screenshot). That might help with the drivers.
For any other issues, Mint might be easier just because it’s based on Debian, which is immensely popular. It’s more of a well beaten path, and there’s probably more help online for any issues you run into.
If your connection is stable, the latency will more or less be the same, but TCP will consume more bandwidth because of acknowledgement packets, making it harder to keep your connection stable.
On an unstable connection, TCP latency will skyrocket as it resends packets, while UDP will just drop those packets unless the game engine has its own way of resending them. Most engines have that, but they only do it for data that is marked as “important”. For example using an item is important, but the position of your character probably isn’t, because it’ll be updated on the next tick anyway.
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Just use
git blame-someone-else
.https://github.com/jayphelps/git-blame-someone-else