#programming
1 messages · Page 260 of 1
im not a neurosientist
ah yes, the common 1680p render resolution
are they upscaling?
that's a real rez and used to be quite common in my experience
1680x1050
i had a 1680x1050 monitor and so did my dad, from dell, for a while
1680p woudl mean the height is 1680p no? so 1680x2986.666 ???
it's just 16:10 instead of the 16:9 you're used to
i doubt its 16:10 since this is an xbox
oh it's one of the shitty half resolutions they put in to pretend they run games well i think
why does youtube think I'm an anime addict that doesn't know cs
i don't watch anime related things
and literally don't consume cs tutorials
ye cuz of performance mode im geussing
i have no idea what the few references to a 1680p they are talking about
i have never heard of anything called 1680p
the guy doing the presentation doesnt explain shit so 
it sounds like some turbo bullshit some xbox gamers would spread around saying that but meaning something different because they dont understand things
talking about modes that dont exist because they cant read their own screen
cuz the xbox seems to supposed 480p, 720p, 1080p, 1440p, 2160p according to its page, idk why it wouldn't mention any other resolutions it commonly displays if it were one
this is a talk about Assassin's Creed Shadows rendering, so surely they know somewhat what they're tlaking about
I LOVE GHOST OF TSUSHIMA
it could be that the xbox supports 16:10 and their testing monitos used that?
ok i finally found something
it's what was thought originally, performance upscaling crap
it seems like it's usually referenced as 1620p though
and that upscales to 2160p
makes more sense because 1620 is 75% of 2160
i'd guess that someone who should know what theyre talking about accidentally fumbled and wrote 1680p by mistake in a script
and then the video production folks are glueless and didnt catch that they were using 1680 instead of 1620 the entire time so it got used
yep
1620 is the actual target, that video is bad at fact checking
seems xbox specific then cuz for ps5 they're doing standart monitor resolutions
xbox series s doing 900p is just sad ngl
well it literally can't
without being unplayable
it already is
but it'd be even worse
really? its that bad?
it's dog
it thought the series s would have underclocked versions of the series x chip or something
cuz of bad yields or whatever
it's about as powerful as like a 2700x with a 1650
a disabled core or 2
oh, it is jsut the same chip but at 3.6 instead of 3.8GHz
it only has 8gb vram
but it also only has 10gb of ram ye
4 tflops instead of 12 tflops
its absolute ass
even the X, claiming it can play these games at 4k is such a joke
4k*************
4k with the heavy caveat that it's maybe 60 fps sometimes and at shit detail settings
with upscaling
my golden standart for "this should actually be able to play at 4K" is a 3060ti, which has 16.20 TFLOPS
i know in modern titles you need 5090's, but this is just my opinion
it can play minesweeper a 4k 120fps
Minecraft RTX packs are slacking smh
nah i'd agree w/ 3060ti~~ where it starts to work for recent* titles
3080 struggles with newer things at 4k pretty heavily unfortunately without upscaling but it'd be tweakable playable
They differ even more greatly in the graphics processing, with the Series X sporting 12 TFLOPS (52CUs at 1.825GHz) of RDNA 2 graphics power. The Series S will have 4 TFLOPS (20CUs at 1.565GHz) of RDNA 2 graphics.
well there is your problem, instead of downgrading both cpu and gpu equally, you completely fucked the gpu
yeah they announced this and, not like i was getting either anyways, but like
under half the CUs
it was joever instantly
at least on the PS end they waited for the pro didnt they
so it's just better than the baseline ps5
instad of the opposite of crippling the S
the series s was 300 while the x was 500. they shoudl have at least given it 3/5ths of the CUs
ye
ps5 10.28 tflops went to 16.7 tflops w/ ps5pro
ps5 pro is also a joke btw, jsut less so
well it's at least right at the 3060ti perf
ps5 pro* just needs to upscale a bit to meet demand
ps5 is 10 tflops? seems low comapred to the series x
i mean all console are jokes in the grand scheme of things they arent supposed to be dgx sparks
it was always lower, it had 2 fewer cores or something
That is only 3070ish itself ☠️
the console itself gains some perf back with the games being tailor made to the config and also it being just a fuckn box meant to put out 30fps for someone who doesnt know what 240hz is
and sell microtransactions
fast enough for that
apparently the ps5 can get away with 2 less flops because of "More efficient software and architecture"
supposedly
it runs linux
or like
bsd or some shit
so yes
xbawks is windblows
(directx in xbox form is probably quite efficient im talking out of my ass but i still assume that a bsd based box would be betterr)
but yeah did yo know, ps5 runs on a freebsd fork
we have a xbox one s as a media machine, cuz the ps5 doesn't support netflix dolby atmos. and honestly it seems way better to get a cheap one of those instead of a series s
they had at least 1 jailbreak work because someone found out it still had kernel bugs in common with freebsd
lmao
good, i like jailbreaks
i own the hardware now, so fuck you sony and microsoft
one s had 8gb of ram, series s has a grand improvement of 2gb extra for the total of 10gb 
i guess it is 2.5 times faster in the cpu and gpu department, but at 6 times the price of a 2ndhand one s
ps2 was basically just a sony-produced small linux kernel (and had the ability to slap ps2 linux on there originally)
ps3 was freeBSD or netBSD
ps4 was freeBSD 9 based
ps5 are freeBSD 11 based
ps3 fats could also slap linux on officially at first
and then the dark times came

PS1 i dont think had an OS in the sense that it had no i/o or anything except turn on -> load disc and then go, basically a bootloader/bios and that's about it as far as i can tell
consoles didnt till the dreamcast and ps2
yep
and like the psx i guess
but that's still
maybe if you count some shit like CDi as a console they were tryin stuff
iirc there is a menu screen to check the memory card, or to paly cd's
but its not like you can do anything
the beautifull ps1 cd player
so like, technically there is a menu in ps1
i cant look im reading this because it seems to be incredible
based guy putting info out there
coprocessors my beloved
nvidia's first GPU was an accelerator that essentially put a sega saturn in your pc and you could play some saturn games, since it was also used for the saturn
me in dutch deadass going "gereduceerde instructieset" for risc 
gesundheit
no thats german
"gezondhied" in dutch
vectors?
saturn used quadratic forward texture maps
they basically bent sprites
it took a 2d sprite essentiall y and applied WordArt to it to
99% of games could run fine-ish on quads only gpu's. you just need to edit the 3D models a bit
the reccomendation in 3D modelling class is to use quads as much as possible anyways
triangles was meaningfully faster at the time i guess + the texture transform made everything look wobbly
i have a 1996 model i guess
affine vs quad vs perspective texture mapping
yeah
ps1 did affine makign it wobble
that on its own is pretty much the "ps1 look"
along with the lack of float precision making the 3D models flop around too
and the z-fighting
and some other shit
but ye mainly those 3
i did actual research into it 2 years ago
and that you could run saturn games in your computer
i wonder where that paper went
i doubt its still saved somewhere
there's a higher change my old teacher has it than me having it
i know that feel, i had some paper i wrote in philosophy that i wanted to re-read because it was about consciousness and the self or some """"deep shit"""" and i was curious what all my points were since the professor in that course thought it was quite good and now i have more opinions on it than i did then
it's probably in a google drive or something somewhere
it was in a onderive at some point
but my middle school microsoft account got locked
cuz im in college now
i'd say microsoft still has it but you're in europe and that' s not something they can just keep forever like it is for me so
there have only been 3 paper ive been proud of,a nd io have none of them saved lmao
or well, i guess the last one is somewhere on my windows drive
the only other paper i wish i could find i wrote in like 6th grade about how my grandma was my hero and it made her cry lol
mods destroy them

was trying to copypaste a screenshot of that into your message but and it broek
there was a recent typhoon
and
it caused all of the tiktok editors
to close
they didnt go to work
and
go to work
so no lava lamps
a-are you okay did they put enough cobalt and lead in there for your palate or do i now owe you more
uhm
i'm still a bit hungry
more would be nice
okay i mean i can direct you to a nearby abandoned RTG generator radiation source
rtg generator
ooh
yum
yeah this one is strontium 90 if that's good enough
not SUPER spicy
little kick to her
sounds about right
just dont get it near your bones
i'll go there next week
i'll just take calcium suppliments i'm sure it'll work
yeah i think that's probably fine actually kk i just didnt want any upset tummy
or upset bone marrow
this thing remembered me zooming in to find an image in a folder for some reason even tho this is my ventoy stick
was very confused as to why the isos are so small here
slight zoom out and they're not
well done kde
great alignment on that date and everything else too
new compression technique
.zm aka ZOOM algo - Zoom Out Of Modality
context aware viewport modification to dynamically collapse the view of the files until compression is achieved via perception of less occupancy in the immediate window - disc usage safely hidden in the swap file also using disk where it cant make the user sad

VSCODE???? HELLOO???
time to restart that window
or perhaps your entire computer
electron's got him now
disabling gpu acceleration fixed it
most certainly not a ready feature, it also made bunch of text selecting act weird
especially with LSP remarks moving the lines at the same time
what feature isn't ready?
gpu acceleration in vscode
yeahhhhhh lol
wait lemme see if I have gpu accel on
ah
wtf is this whole use workflow thing
oh it's smth with vercel
ic
When you use a code editor that's built by Microsoft (AI generated code probably) and is actually a browser app
the thing is vscode is not that bad until you install 109432875 extensions and half of them are LSPs or something similar
but for the AI generated code part... yeah
-# disclaimer: I filtered by author for just copilot
:LULE:
invalid value mhm
checks out
gpu accel in vscode has been broken for like at least a year which makes sense it' just funny to see it still hella busted
i mean... can it really count as "malicious" if it only kills random processes?
it's like if it was deleting random lines from your hosts file
is that mario judah
yes
becuase what if that process was something important 
well windows is sometimes malware... right?
i swear my internet is being throttled
i feel ~300ms more l*tency when sending messages
and ~15 seconds more l*tency when accessing stuff like reddit
actually more like 10-15 for the last one
have you tried to check how long ssh -v takes to execute yet
what does -v do?
oh it's verbose
not too long compared to normal
should've googled first before making the joke
ruined
bro 
use config
the funny part is the fucking directive itself
use no memo - no memo? ok let me just compile to webassembly since there's no memo I have to follow 
if you’re curious why this exists
oops nice crop
and it’s called memo because all react compiler does is basically insert automatic component and state memoization
if your code is garbage enough the compiler can just silently break it by adding memoization
as react compiler is very new and is meant to be adopted as a drop-in free perf boost it absolutely will end up trying to compile tons and tons of junk some intern in 2020 wrote
that works as is but doesn’t when compiled
hmm i’m curious if it wraps stuff like plain const a = heavyFunction(someState) into useCallback
would make sense for that to break if you depend on the “called on each rerender” side effect of that
"its likely related to a rules of react violation"
so they're basicly blaming you cuz its most likely your fault?
good morning chat
arch install only made me cry for 3 days 💔 that's it I'm getting gentoo
lmao
it probably definitely is
Sil
Didn't end up using the Reaper thingy for the latest upcoming NeuroSynth release, that thing is too hard to use
maybe vlc media player is not the best method of listening to midi files
hi konii
True maybe try a DAW

Digital Audio Workstation
A type of software for audio editing and music creation
now i have the same problem, jsut in a different software
its playing song 2 on a synthesizer 
what do you do if your friends have no power and they need to get their work done
call the power company and yell
chat, what is the most optimal language for developing a backend?
html
...
that is pure ragebait...
css
cmon can we get an actual programming language optimal for backend?
go is real tho
golang is good for distrbuted system like microservices
really...?
thats the point of it
I have only seen it used for frontend, like games and stuff
uhhh
esbuild is written in go
I DID NOT know that
it can do front but it's just meant for scaling (googl language) annd speedy
gdscript?
it has like a script ya
maybe...? I never used go, sooo I don't know much about it
nor godot
gdscript is godot lol
gdscript is python like and it's use on godot engine
golang (go) is static type language
static language not interpreted
like C
oooooh
they made go cuz they all hated cpp lol
i installed a general sf2 file that has a lotr of different instruemnts
and the one it defaulted to has a breakign window sound

enjoy
It depends
On the backend
oooh
well.... I'm building a probably websocket backend for a discord bot
for snn ( #1419178538816376852 ), with KTrain
a discord bot has to be websocket unless you want to use interactions api only
yea.
soooo.... what's the optimal language for this application then?
I THOUGHT YOU WERE SUPERBOX-
Then just pick whatever language you're comfortable making Discord bots in
I use Kotlin for my Discord bots becuase it's good
my eyes is slowly failing me
Nonono, the backend api for the discord bot
the discord bot is in JS
Eww but fine
would it be better if I rewrote it in TS?
I was thinking of doing that, since I had a already good base implementation in TS
At least
But I like my Discord bots Kotlin or some other real language
JavaScript is not good
oh
Anyway depends if you need high performance or if it'll just do IO
If you need high performance and high security, Rust
If you just want a quick server and it'll usually be IO limited, Python, Kotlin, TypeScript, any language really, works fine
rust ig
I already have it installed
@jagged turtle u okay with rust?
what is a good websocket library for rust then? axum's websocket is deprecated
-maybe a bedroom isn't the best place to eat food
-true maybe try a michelin star kitchen

there are so many buttons idk what to do
"ardour" was already installe don my pc for some reason so im usign that
ykw I'm not using rust, it's too complicated for my little brain
What do you need new language for? Sorry i cant backread bad internet 
backend stuff
just use whatever you already know...
with a small bot there will be zero difference and the time you'd spend learning something new would be better spent making the bot
I couldn't do a hello world in rust as a test...
it failed at compiling
smh
then don't use Rust and use a language you already know
I wanted to learn a new language
then choose any of the languages Superbox listed above, there will be zero difference
that file might've been a little bit more important than I thought...
I don't know, I'm a Kotlin main
I'm gonna guess that was whatever creates the command declarations
yea....
i tried to put the 3D models in the engien and the texture sampler doesnt owrk on these models
but it does work on other models

huh since when
the very first mesh it laods in needs to have the texture assigned apprently
otherwise it jsut doesnt want to load
i could figure out why, but i dont feel like it
Does anyone know how to get imagekit work on netlify
still broken, just less
was ein schlimmer stau
add explosions in background
do you have any idea how much work that would be? 
texture loading is already slightly brokn, imagine doing that at 24fps
actually no idea
ye i also have no clue, idk how vulkan videos work
what is this sdk anyway
vulkan

i heard something about vulkan in 2015 i think
it was in dota settings
it broke the game so i turned it off i think and thats it

someone tell hello0129 there is a problem with their ai

what the
?purge 1377303535686778985 100
Please use specific subcommands such as ?purge user [user] [count], the old syntax you are trying to use is no longer supported to prevent accidental purges.
monka

1984 all around me
what did he do
spammed some youtube link


oops
it's not complicated it just has a learning curve ;-;
pick perl
do perl.
it's cute you'll find it cute
perl is like every sysadmin in 1990-2005 gens favorite language it's rly nice for putting together your own backend scripts
my one line sell is it's meant to be easy but without being as opinionated as python
and like python isn't even that opinionated perl is just meant to let you find a bunch of parallel ways and pick whatever feels natural
Perl is a dynamic scripting language popular among system administrators and web developers. It is syntactically similar to the C Programming Language, but designed for efficient text processing tasks.
#programming #compsci #100SecondsOfCode
🔗 Resources
Perl Language https://www.perl.org/
Perl Timeline https://history.perl.org/PerlTimelin...
perl's best and worst feature is its incredibly powerful regex engine
also discord.js is a well supported node library if you just wanna stay in js
does darkness lie beyond the shadow? or is it shadows that end the darkness? 
idk but they're my old friend I'll ask them
tbh I might like perl because it's the polar opposite of rust to cover the other end lol
NERD 
NERD 
from an anime
:alarm: WEEB :alarm:

bro thought that would help his case
which one?
isekai quartet s3
id rather be a weeb than a nerd

Fixing bigram , GENERATION ERROR, CONTEXT UPGRADE,
ADDING LARGE
LLM IN BACKEND,

I'm going to crash out and overtime devlopment
( 8 hours )
Now 10:31 minutes
gl buddy
dweeb
ok nerd
mom the anime pfps are fighting

im buying a 3d printer with a laser engraver for 300 bucks this wednesday
glhf
creality ender 3 + Nebula smart kit + wireless printing + camera + touchscreen + autolevelling kit + magnetic printbed + laserkit 1.6 Watt long ass list, bro really got all the expansions
chat should I burn the Google cloud tshirt I get or turn it into a wet rag to clean the floor
wear it so people think you're stupid
trace("hello")
wear it so people think know you're stupid 


ik this was hours ago it just rlly bugged me sorry
there might be a long discussion of lavalamps issues 

DEVELOPERS DEVELOPERS DEVELOPERS
were those windows noises?
weil eine Katze ein Verlangen nach USB Micro Typ B Geräten hat
yes that was windows

uhm... yes 
something about a desire for micro usb type b, idk this si too far away from dutch
is "eine katze" a cat?
actual deving
on my dev stream?!
so called free thinkers when nvidia
So true not even a 48GB modded 4090D
well you see, the 5060 is just as fast as a 4090 if you just hallucinate the extra performance
5070, actually
if oyu cant hallucinate the 5060 to peak performance thats a skill issue
you lack the schizophrenia the jensen desires
you can probably manually change it in the console, but idk
Apparently all OEMS block the thing that let u change it


But isn't the same for WiFi for some reason
ah verstehe
horizontal rotierender fisch
darn it now i forgot why im on discord again
you're here to socialise and enjoy talking to people

#define _DEFAULT_SOURCE
#include <unistd.h>
#include <sys/mman.h>
unsigned long regs[256] = {0};
#define fn(T) __attribute__((preserve_none)) T
fn(void) op0() { regs[0] = 101; }
fn(void) op1() { regs[0] = 91; }
fn(void) op_dont_call_this() {}
fn(int) main() {
void *optable[] = { op0, op1, op_dont_call_this };
void (*exec)() = mmap(NULL, 1024 * 1024 * 1024, PROT_WRITE | PROT_EXEC,
MAP_ANONYMOUS | MAP_PRIVATE, -1, 0);
auto scratch = (void *)exec;
unsigned char program[] = { 0, 1 };
for (size_t i = 0; i < sizeof(program); ++i) {
auto op = program[i];
auto size = (optable[op + 1] - optable[op]);
// strip ret instruction
if (i+1 < sizeof(program)) size--;
__builtin_memcpy(scratch, optable[op], size);
scratch += size;
}
exec();
return regs[0];
}
"jit"
so what does it do?
its a just in time "compiler" that cheats
you write the operations in c and then c compiles the operations, then the jit compiler translates your input binary into the operations and loads them into executable memory
then it executes it on your native cpu

so, with program { 0, 1 };, it returns 91, if { 0 }; it returns 101
its not an interpreter, more of a translator
are you familiar with jit compilation
because that's what it does
not really, i know python 
hmm so
jit is: eww interpreted code lets convert it to native code
this does that 
in the worst way 
oh
hi tv gril

most jit compilers are very long
this one is indeed not very long
it only has two opcodes though
can add more fairly easily
i dont really want to...
so uh, its jsut c with extra steps?
you said it compiels c, does some translation stuff, puts it in memory, and executes it?
oh i cant read
you write the ops in c
true
not c code
✅
this produces much worse code than regular JIT
but its "portable"
(it only works on x86_64 gcc)
ye
it would be portable through more if their isas werent so complex
and they had less memory protection
memory protection
what
relative addressign is a new one, haven't heard that before
since its relatively addressed
91 
and here's what happens if you printf
ah
ye
so precompiled code blocks get put into executable blocks in memory? optable holds memory adresses?
Decompiling the app is hard :\
precompiled code blocks representing instructions get loaded from a lookup table (optable) which is indexed by the numbers in the program array
those code blocks are duplicated into memory and then the memory is made executable
then it runs that code

nerd nerd nerds nerd
you nerd
this is actually just the final evolution of the threaded interpreter
is there a reason you want the jit execution? or jsut for funsies?
from goto *optable[*pc++]; to goto **program++; to goto *program;
i like writing vms
fair enough have a great day

the first one is on-demand translation, the second one is pre-execution translation, and the third is pre-execution translation but it doesnt have an interpreter loop
ye
does a jit have any drawbacks to normal compiling, if i understood correctly?
jit jit jit jit
Just-In-Time Compilers are for interpreters
are there Just-In-Time Interpreters for compilers


i have no source
pogarming?
mancraft
prograing
deving
A type specifier is required for all declarations clang(missing_type_specifier)
but clang, it is not my intention to specify it, it has alreay been specified bro
ing
clearly not 
@open copper
Guh
40+ AI, bloclchain, mobile projects. Including chatbots, SaaS platforms, trading system, agents
bro included every popular thing ever

It’s the stess

i did not see the message so i'll try to infer
hello am41 year old man me ai blockchain developer i am working on mobile projects. Including chatbots, SaaS platforms, trading system, agents. hire me pls my potrfolio is hptps;//chris1984 .dev/ . me ned money pls =hire
i will take you up on your offer for 12 cents per day
how many hours a day
all hourrs
$0.005/hr

am i blind?
it thinks the return type is an int for some reason
oh its those damn namespaces

well uh, that didnt fix it
oh im an actual idiot
this is what C# does to a mf
i wrote it in hblang

$memcopy := fn(dest: ^u8, src: ^u8, len: uint): void {
i := 0
while i < len {
(dest + i).* = (src + i).*
i += 1
}
}
op0 := fn(regs: []u64): void { regs[0] = 101 }
op1 := fn(regs: []u64): void { regs[0] *= 2 }
op_dont_call_this := fn(regs: []u64): void {}
$optable := @TypeOf(@fnptr_of(op0)).[@fnptr_of(op0), @fnptr_of(op1), @fnptr_of(op_dont_call_this)]
$program := u8.[0, 1]
@handler("entry", fn(): never {
exec: ^u8 = @syscall(0x9, 0, 1024 * 1024 * 1024, 0x1 | 0x2 | 0x4, 0x2 | 0x20, -1, 0)
scratch := exec
i := 0
while i < program.len {
$op := program[i]
size := @as(uint, @bit_cast(optable[op + 1])) - @bit_cast(optable[op])
if i + 1 < program.len size -= 1
memcopy(scratch, @bit_cast(optable[op]), size)
scratch += size
i += 1
}
regs: [256]u64 = idk
@as(@TypeOf(@fnptr_of(op0)), @bit_cast(exec))(regs[..])
return @syscall(0x3C, regs[0])
})
ignore additional boilerplate i cant be asked to set up a proper environment
dont worry, i cant tell what is boilerplate and what isnt
correct ✅
Top-level statements have ruined me 
i forgot i had to put it in main()
wrr
✅
bro is cheaper than the chatgpt token price
competetions are tough man

vedal is really going to use 2 cameras for his reflections
it's such an interesting problem tho
i think i have an idea on how to make them "correct"
but like it's a lot
i think i do too
but im not sure
eh im not gonna hate till i try to do water myself
2 cameras for reflections is actually the most basic way to do it
thats like how 90% of games did water reflections back in the day
ye
but it wastes a lot of performance imo
for a 2D game you can get away with cheating it
i mean.. all the data is already loaded. i don't think it would be a waste of a lot of performance
then again, for a 2D game the performance difference matter the least
you're rendering to another buffer, which you then need to use as an input to the final frame render
so its not too bad, but not the best
no SSGI?
or SSR


abandoned archive might actually release at the end of the year maybe
i bet on it being early 2026
no idea how to actually make this in engine
for 2D water like that in a straight line, you can just hardcode the ledge
I like how vedal made slider changes to the water but while the game was running so it didnt save. unity moment 
wait what was the problem exactly again? i might be misunderstanding
how to make top-down water shadows make sense
it reflecting the floor which is higher does not make any
it was reflecting entire image the size of water block above it
so not ssr definitely
oh i see
its for sam
oh
you'd have to have different offsets per sprite i guess?
i dont get what you mean
you always have a copy of yourself underneath but its only rendered in the water
i think thats how you do it
so above water its like this, but bottom is not visible
you can pretty much do it with layers i think
damn, im getting confused about how irl reflections owrk now
bottom body is higher than water but lower than floor
is it a good way
actually you need more because reflection has to be under the water to be distorted
ok ye, the water being closer when getting away fromt he ledge means the reflection is higher so the reflection also goes up
so ground would cover reflection, water would distort reflection
dont need 2 cameras
but all objects need to be double-sprited idk
ye
does this make more sense
unusable in 3d i guess
it's a reflected copy
ye thats wha i meant with this lol
so like, basically, height movement up gets mirrored, depth movement up doesnt.
yes that's what i meant by same z as main ones
Oh god I can finally talk. Rerendering the entire scene with coordinates inverted at reflection plane is old.. Way too much effort. One modern approach is to place a (6) new camera(s) and rerender (at lower scale) and use it like a weird texture. That is where some approximations of Nvidia shine like voxel based volumetric lighting with 1-3 bounces, but mostly we are heading towards ray and path tracing.... The bounces are the issue...
The game is a 2d projection with 3d layers so like 3d is often a projection of the 4d affine space
using a separate camera is most of the time not that cost effective as compared to instancing sprites afaik
then i don't understand your point, why would you rerender the whole scene here
Valid. Want a truly effective solution... that would be fun
this isn't what's happening
You already have a render. You can maybe displace a bit
good luck flipping it vertically without flipping the relative y
between sprites
ssr no worky here
i mean, as long as the camera angle is easy like a 45% angle it shouldn't be too bad
So he basically only projected sprites, (applied clippinmg), used multiplication or what was the exponential one and put it on top with some coordinate changes like invert y?
what i'm suggesting isn't what vedal did
for the final version he's using a seperate camera or something
urgh yeah ok. That is normal though. Vacation drunk. Sry. I will be back sober
Did I miss a point of the argument?
its normal-ish, but a bit performance heavy way to do it
there isn't an argument
in 3d it is very simple
with what you said earlier about having a mirrored copy
i can't say i've seen a 2d solution
i am proposing one..
it's not a copy of the scene, just the sprites that match a condition
right
id argue 3D is the hardest one to do
so i mean by making a literal copy
that is what old games used to do
very simple, mario 64 does a similar thing
sure you can jsut render your entire scene in reverse, but after a while the doubling of all the rendered polys add up
its a lazy solution
They copied the entire world.. good for simple surfaces
but yeah, the reflected copy would follow isometric coordinates ig.
where the "z" axis contributes to a visual up and down.
the render order for the water line just has to be on top of sprites
ye
i think i explained it the simplest initially
we've been over the 2D one lol
Yeah it is truly different in 2d
I would add a projection class to every sprite
That would be overkill, but easy.. there are better ways
all sprites that go above water up to a certain point get a vertically flipped copy attached to them that:
- only renders in water
- is
ledge_height + ledge_reflection_heightbelow the parent sprite - have the parent's z coord
screen-space reflections are probably the best solution, but there is still a trade-off.
you need to see if the math done by the raymarching is more expensife than re-renderign the entire scene again in reverse with a stencil buffer
so like, for expensife fragment shaders in triple A games, SSR is better, for roblox its probably best to jsut copy the entire scene
Have fun guys ^^
for 3d, yes ssr makes reassemble sense
SSR only really works for acute angles
thats still a problem
when you look straight into a mirror, whatever was supposed to get rendered jsut isnt there to reference
ever tried to increase scale by a irrational factor. Slightly muddy but accurate. I prefer TAA
you like temporal anti aliasing?
Yes perfomance is nice
at 240 fps I do not care much
You basically rerender each point at different coordinates it is verya heavy
Huh I scream at edeges
makes everything look blurry and noisy
I can understand taht
Ah yes, I scroll up and I see another @olive sable rants about AA methods post
I love when I can run old games with 8xSGSSAA (MSAA but on every pixel instead of edges, so it's super sampling with an irregular pattern).
It's hard to get non-temporal AA to look as good as TAA in still frames because you can combine more samples with TAA.
@olive sable What AA methods exist currently in engine I forgor
MSAA 4x
It gets weirtd when the emulator starts ripping out the old mechanics... There was a time where trilinear mipmapping was new...
at that point i would just play in a higher resolution lol
Stares in weird patterns
msaa but actually its ssaa sounds like madness
It effectively is, the sub pixels are just rendered at offsets to avoid moire effects
oh i see
I just got to booleans can someone explain “or” a bit better, i kinda understand it but in all honesty its a little weird
I will have a fun dive into that I am not up to code...
I'd just recommend learning the binary logic gates. Good to know
Like i understand that “and” is to check if both values are the same, if they are it outputs true, if they arent it outputs as false
answers in flip floips and pielines my multiplactions
behold, the or gate
if any are on, the lamp is on
NO TRHE MIGHT NOR SHALL REPLACE ALL
Emulator? 🤔
Ohh so its essentially if any is true then it outputs true
yes
Custom MOS are weird in x86
Thats honestly the best explanation ive ever seen lmao
i wonder what the performance affects of that are ngl
horrendous
Probably similar to plain SSAA unless the hardware specifically optimizes MSAA for few edge hits.
8 vs 4x4 hmmm there is some frgment shader shifting oprimization, but huergh
"probably" 
4K with 4x msaa is also just 8K image worth of samples, but the offsets affect the rendering performance im willing to bet
Well I can use it in Trails through Daybreak on a 5090 with a 3440x1440 monitor, so it's not that crazy.
there are no "edge" hits you traverse to another... psx had fp8 issues, but they are not here anymore.
ye but he said on all pixels
whatever the fuck this thing is called
8xSGSSAA is a disgrace ngl
May I ask what is the best programmed game?
It runs so well and the complexity is immense
DLAA with the new transformer models is the best anti-aliasing IMO. Kinda boring when the whole algorithm is "matrix multiplication go brrrrrr" though.
DLAA with the new transformer models is the best anti-aliasing IMO
Have not looked into that. Thanks!
It's the sad truth 😔
dlaa is such dogshit bro
I know the modern deep learnign algorithms like DLSS 1, 2 , 2.5 , 3, but actually JUST using it for AA?
not only do your frames get delayed, the smearing is insane
Did you mean DLSS? (Not even going to meme on the "matrix multiplication go brrrr" comment with transformer NN arch)
Maybe I just play low-action games and haven't noticed. Seemed okay in FH5 though.
DLAA doesn't delay your frames...
HEHEH true lets generate some frames
Still a good technical effort
Hate it though
it has to run an ai model with your frame as the input no?
Nah DLAA is just DLSS with the scale factor set to 1.
like any rendering does no? it doesn't delay your frame more than just anti-aliasing does
All AA requires post-processing
it does tho
but its not really delaying. its called rendering 
there's no upscaling so no 
You guys are great I will return sober.... Have the greatest of Mondays!
ye but theres still the whole anti aliasing part
it uses an llm for that still no?
since its like, "deep learning anti aliasing"
i don't think it uses a llm for that no...
Not LLM but model yes 
it does use a model for the anti aliasing yeah, it's just a filter not much
im sure the latency is not as bad as the frame gen one
or the upscale ones
but still, its worse than msaa
DLAA should be worse latency than the upscale ones
since it the input is bigger
so more processing
msaa doesn't even work for everything. DLAA does. i don't think msaa is better anymore for anti-aliasing
i do think it is better
In general I'd say yes, but if that is the only comment
then those with msaa can implement it better
TAA and DLAA and whatever do better for standing still, but from the moment you move the image quality drops by 20+%
msaa only works on vertex things. so foliage would look bad on msaa no?
well, it depends
DLAA has no smearing from what i can tell
-# typo x2 
yeah.. DLAA blurs so, so much when you move.. it'll basically make the sharpness look like the native resolution you are scaling to
but it does generally have very little ghosting.. except if the game is really whack
but DLSS is still unusable for me
bruh
i see

DLAA is actually not super blurry when you move
but i do have to say i have a 1440p monitor so if it smears or anything its less noticable generally
i think with framegen and dlss you dont have any sharp image quality left 
TAA was bad enough already
it really isn't that bad...
this is my job, so i can see
frame gen blurred less to my eyes, I loved it
even DLSS quality was... meh.. it's only rendering at 1440p at that point, and it gets blurry when you move
i see all too well 
Anyways, question for the game engine dev. With the talk of alternate AA methods. MSAAx4 is hardcoded into the engine, Would it ever make sense to do SSAA (just plain supersampling) for those that want to add extra suffering to their GPU?
eventually i want to put that into a settings menu ye
the 2 options of MSAA and SSAA
i refuse to add the other ones
maybe FXAA for the laptops and phones
I love trading FPS for AA except I end at 120fps still with everything applied
in terms of static frames, most of the anti aliasing options are fine. but with movements some get really smeary and i just don't vibe with that
surely with his running at 16K fps we can let gaming phones do 4K multisampeling 
I'd be willing to test said claim
im trying to add the midi parser but im getting linking errors 
Sometimes looking too close is the problem. I made my own scaling algorithm which was like FSR 1 but dumber, faster and a couple years earlier. IMO it looked like crap on games because I would zoom in on screenshots to look for problems, but when I added it as a post-processing option to [redacted open source emulator] a lot of people preferred it. 
well uh
since this will be running all types of hardware i cant just say "skill issue just get more pixels"
And more importantly, Sam's project isn't a game port
if someone is runnign it at 360p on a smartwatch it needs to look good

its partialy artist intent, but also jsut me not wanting to fix probolems by introducing different problems
i really need to get typing lessons damn
I can't wait to just try 4xSSAA 4xMSAA if the engine even supports stacking them for the lols.
I'd be curious to see how the little iGPU handles it
damn we staking AA now?
I feel like for those complaining of lack of vsync support we could at least give them quality options. (I'm not even sure if stacking works well or not)
vsync shoudl also just be an option eventually
i jsut have it hardcoded to off cuz i need to see if a change majorly fucked renderspeed
helo mr chatgipt pls make game less pixelate thank
each frame
i know you know just funny
Yo I'm back
Should've had it trigger an iron door between fences, so it's actually an OR gate
not my screenshot 
Oh, ok
New network server almost done... Fucken finally...
Just gotta add extended power button, make a hole for the giant heap of cables out the back of the cage itself, and then run the antennas up to the top, once I slip that drawer in.
Once that's done, I can install updated Arch, and copy whatever RAID and Samba configs, and some scripts are still relevant.
I am SOOOOO... Not looking forward to re-topoing that array...
Current 36/72. Upgrade will put it to 54/90. Well, maybe we can speedrun a re-topo of the RAID 6 in a... week and a half...
Might throw some temporary drives in there, just to hold stuff, while the RAID runs at a crawl, during that operation....
I have 2x 4 TB drives that used to be an old RAID mirror I could use to run at decent speed, during the process, I guess 
Reusable mem manager 😭
Cpp <= main , hpp <= extension
Ai getting better and better
MIDI 
Here is some part of data
=> Make a Matrix multiplier in python
=> Do ure self
User = Bot= Discord.js or py ≠System
my ai decided to ignore me and that thought that it was supposed to ignore me because of that
rip
hooray i fixed the double toolcalling
what is the midi message value stored?
i have no fuckign clue 
yea, i don't understand that hex value, the length is different each other
i fixed the formattign for the print here
The first byte in the MIDI message is expected to be a command byte, which is a byte in the range from 0x80 to 0xff.
that expalins the first 3 messages being longer i guess
yes, the delta is 0 and duration is unset
so is not supposed to be a valid note
some of the delta 0's are just the first note tho
oh i see 
each pair of notes with a duration, has an equal amount of notes after it without a duration to turn the note back off
Hello programmers
since im using the midi purely for animating the characters, i can safely ignore 75% of these commands then
cool, so you might be like use the different track for different moving parts?






i use DLSS for literally every game that has it