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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)S
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2 yr. ago

  • Silksong might be one of the "easiest" ones if I ever did a RenoVK. Basically, you check the swapchain size, and any 8bit texture that the game tries to build that matches that resolution gets upgraded to 16bit. And done. That alone will get the SDR layers to stop banding. (We actually do 16bit float because we want above SDR level brightness, but 16uint would be a perfect, less problematic banding fix).

    I might look at vkBasalt. That's basically how ReShade ended up building an addon system. You have to be able to inject shaders, create textures, and monitor backbuffer to do postprocess. Instead of just doing it at the end, it allows us to listen for render events and act accordingly. That's the basis for most our mods. Every game will use DX/GL/VK commands so it's much easier to tap into that instead of compiled CPU code.

  • I wrote the RenoDX mod if you're talking about that. I don't think there's anything like Reshade's addon system for Linux games. We've done OpenGL and Vulkan mods but that still relies on intercepting the Windows implementation. Silksong primarily needs a 16bit float render to solve most of its banding, but not sure how you can do the same on Linux.

    We avoid per-game executable patching intentionally, but sounds like that would be the best choice here. Getting the render to 16bit would solve most banding, but you'd still need to replace shaders if your goal were HDR (or fake it as a postprocess with something like vkBasalt).

  • Blurble

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  • We would have also accepted a bluer yellow.

  • The point is to show it's uncapped, since SDR is just up to 200 not. It's not tonemapped in the image.

    But, please, continue to argue in bad faith and complete ignorance.

  • From understanding my old GameBoy that had 4 AA batteries in alternating rotation, that had 6V (1.5V each battery). Chaining positive and negative together increased the voltage.

    Since this has them pointing both up, it's just 1.5V but it's as if you put a half sized battery.

    Basically, the same, just less amperage because of a smaller battery (if compared to 2 of the same).

    tl;dr: same, but half capacity.

  • He should argue his grievances to some sort of tribunal presided over by one or several judges in which legal issues and claims are heard and determined: one specifically that specializes in mammalians of the marsupial sort.

  • This is a trash take.

    I just wrote the ability to take a DX9 game, stealthy convert it to DX9Ex, remap all the incompatibility commands so it works, proxy the swapchain texture, setup a shared handle for that proxy texture, create a DX11 swapchain, read that proxy into DX11, and output it in true, native HDR.

    All with the assistance of CoPilot chat to help make sense of the documentation and CoPilot generation and autocomplete to help setup the code.

    All in one day.

  • Helm Dawson tonemapper is a filmic tonemapper built by EA years ago. It's very contrasty, similar to ACES (What Unreal mimics in SDR and uses for HDR).

    The problem is, it completely crushes black detail.

    https://www.desmos.com/calculator/nrxjolb4fc

    Here's it compared to the other common Uncharted2 tonemapper:

    Everything under 0 is crushed.

    To note, it's exclusively an SDR tonemapper.

    I've found this tonemapper in Sleeping Dogs as well and when modding that game for HDR, it was very noticeable there how much it crushed. Nintendo would need to change the tonemapper to an HDR one or, what I think they'll do, fake the HDR by just scaling up the SDR image.

    To note, I've replaced the tonemapper in Echoes of Wisdom with a custom HDR tonemapper via Ryujinx and it's entirely something Nintendo can do. I just doubt they will.

  • "If the answer is yes, you should be incredibly proud of yourself." (My guess)

  • I decompiled Echoes of Wisdom. It uses the pretty horrible Hejl Dawson tonemapper. Pretty sure the HDR is going to be fake inverse tonemapping.

  • me_irl

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  • DidYouKnowGaming knows me so well they've started titling their videos: 3 hours of GameCube facts to fall asleep to.

  • Lan ports have been standard, thankfully, since the Switch OLED.

  • Had this exact thought. But number must go up. Hell, for the suits, addiction and dependence on AI just guarantees the ability to charge more.

  • The first sentence of my comment?

  • Make a point or go away. Ad-hominem is nonsense is boring.

  • Not all projects needs VC money to get off the ground. I'm not going to hire somebody for a pet project because CMake's syntax is foreign to me, or a pain in the ass to write. Or I'm not interested in spending 2 hours clicking through their documentation.

    Or if you ever used DirectX the insane "code by committee" way it works. Documentation is ass and at best you need code samples. Hell, I had to ask CoPilot to tell me how something in DXCompiler worked and it told me it worked because the 5000 line cpp file had it somewhere in there. It was right, and to this day, I have no idea how it came up with the correct answer.

    There is no money in most FOSS. Maybe you'll find somebody who's interested in your project, but it's extremely rare somebody latches on. At best, you both have your own unique, personal projects and they overlap. But sitting and waiting for somebody come along and having your project grind to halt is just not a thing if an AI can help write the stuff you're not familiar with.

    I know "AI bad" and I agree with the sentiment most of the time. But I'm personally okay with the contract of, I feed GitHub my FOSS code and GitHub will host my repo, run my actions, and host my content. I get the AI assistance to write more code. Repeat.

  • There's a lot of false equivalence in this thread which seems to be a staple of this instance. I'm sure most people here have never used AI coding and I'm just getting ad-hominem "counterpoints".

    Nothing I said even close to saying AI is a full replacement for training junior devs.

    The reality is, when you actually use an AI as a coding assistant there are strong similarities when training somebody who is new to coding. They'll choose popular over best practices. When I get an AI assisted code segment, it feels similar to copypasted code from a stackoverflow. This is aside from the hallucinations.

    But LLM operate on patterns, for better or for worse. If you want to generate something serious, that's a bad idea. There's a strong misconception that AI will build usable code for you. It probably won't. It's only good at snippets. But it does recognize patterns. Some of those patterns are tedious to write, and I'd argue feel even more tedious the more experienced you are in coding.

    My most recent usage of AI was making some script that uses WinGet to setup a dev environment. Like I have a vague recollection of how to make a .cmd script with if branches, but not enough at the top of my head. So you can say "Generate a section here that checks if WinSDK is installed." And it will. Looks fine, move on. The %errorlevel% code is all injected. Then say "add on a WinGet install if it's not installed." Then it does that. Then I have to repeat all that again for ninja, clang, and others. None of this is mission critical, but it's a chore to write. It'll even sprinkle some pretty CLI output text.

    There is a strong misconception that AI are "smart" and programmers should be worried. That's completely overselling what AI can do and probably intentionally by executives. They are at best assistant to coders. I can take a piece of JS code and ask AI to construct an SQL table creation query based on the code (or vice versa). It's not difficult. Just tedious.

    When working in teams, it's not uncommon for me to create the first 5%-10% of a project and instruct others on the team to take that as input and scale the rest of the project (eg: design views, build test, build tables, etc).

    There are clear parallels here. You need to recognize the limitations, but there is a lot of functionality they can provide as long as you understand what it can't do. Read the comments of people who have actually sat down and used it and you'll see we've the same conclusion.

  • You can't turn an AI into a senior dev by mentoring it, however the fuck you'd imagine that process?

    Never said any of this.

    You can tell AI commands like "this is fine, but X is flawed. Use this page to read how the spec works." And it'll respond with the corrections. Or you can say "this would leak memory here". And it'll note it and make corrections. After about 4 to 5 checks you'll actually have usable code.