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Cake day: Jun 15, 2023

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antialiasing and denoising through temporal reprojection (using data from multiple frames)

it works pretty well imo but makes things slightly blurry when the camera moves, it really depends on the person how much it bothers you

its in a lot of games because their reflections/shadows/ambient occlusion/hair rendering etc needs it, its generally cheaper than MSAA (taking multiple samples on the edges of objects), it can denoise specular reflections, and it works much more consistently than SMAA or FXAA

modern upscalers (DLSS, FSR, XeSS) basically are a more advanced form of taa, intended for upscaling, and use the ai cores built into modern gpus. They have all of the advantages (denoising, antialiasing) of taa, but also generally show blurriness in motion.


“the garbage trend is to produce a noisy technique and then trying to “fix” it with TAA. it’s not a TAA problem, it’s a noisy garbage technique problem…if you remove TAA from from a ghosty renderer, you have no alternative of what to replace it with, because the image will be so noisy that no single-shot denoiser can handle it anyway. so fundamentally it’s a problem with the renderer that produced the noisy image in the first place, not a problem with TAA that denoised it temporally”

(this was Alexander Sannikov (a Path of Exile graphics dev) in an argument/discussion with Threat Interactive on the Radiance Cascades discord server, if anyone’s interested)

Anyways, it’s really easier said than done to “just have a less noisy technique”. Most of the time, it comes down to this choice: would you like worse, blobbier lighting and shadows, or would you like a little bit of blurriness when you’re moving? Screen resolution keeps getting higher, and temporal techniques such as DLSS keep getting more popular, so I think you’ll find that more and more people are going to go with the TAA option.


I think modern graphics cards are programmable enough that getting the gamma correction right is on the devs now. Which is why its commonly wrong (not in video games and engines, they mostly know what they’re doing). Windows image viewer, imageglass, firefox, and even blender do the color blending in images without gamma correction (For its actual rendering, Blender does things properly in the XYZ color space, its just the image sampling that’s different, and only in Cycles). It’s basically the standard, even though it leads to these weird zooming effects on pixel-perfect images as well as color darkening and weird hue shifts, while being imperceptibly different in all other cases.

If you want to test a program yourself, use this image:

Try zooming in and out. Even if the image is scaled, the left side should look the same as the bottom of the right side, not the top. It should also look roughly like the same color regardless of its scale (excluding some moire patterns).

image and explanation







No one’s making billions of dollars. No one’s making a single dollar. Both games have absolutely no monetization.



Both games are completely free and without any sort of monetization, I do think he definitely should have linked to the original game and taken it down when the original creator asked, but a fan remaking a game doesn’t sound that unusual

No-one is profiting, no one is losing anything, why does it matter?


it seems like the physical limits in the strength of cubes are probably becoming a problem lol

Those are some pretty beefy motors. Its interesting that they don’t have a link to a product page for the motors on the video, as I assume that was the primary justification for the project.


Yeah, I think games just take longer to develop nowadays than anyone is prepared for, especially the managers. Both companies and gamers have yet to realize that there is only so much you can accomplish in a certain span of time.


This really reminds me of the latest wendover video. It seems like large companies see small studios as an investment and take any chance to cash out and fire everyone as soon as it’s hurting their short term profits.


Most people don’t care about their operating system enough to switch.


I think they meant to say it’s time efficient for them, not that the phone is energy efficient.


Part of the problem is that he has to be in every video or almost every video the channel producers.

I disagree with this argument, him being in every video doesn’t reduce the quality because the videos aren’t written by him, and the products aren’t primarily tested by him. He’s mostly serving the role of an actor/host. I guess it maybe reduces the possibility of re-recording clips, but I don’t think that’s the largest factor in a video’s quality.


It isn’t just the promise of the ability to replace these components, but the ability to upgrade them.


Most people are not interested in tech. To them, doing any amount of research about computers will be a chore and something they will try to avoid. They don’t care about the linux philosophy, or open source, and just want a computer that works for them as quickly as possible. So naturally they use Mac or Windows like all of their friends.


Tech doesn’t get wider adoption if you expect every user to know what they’re doing. And without wider adoption, devs don’t get on board and apps don’t get made. Lowering the learning curve improves the experience for everybody, especially with linux where we can have different distributions with different target audiences.


The tech signal to total signal is… Low-ish. It’s entertaining, it’s broad in its scope, but I can find denser, deeper stuff if I care about a topic.

I agree, but it is important to point out that this is not necessarily a bad thing. It just means that the videos are aimed at a more mainstream audience. His videos are definitely part of what got me (and many other people) interested in tech.



That’s great, I hear CD Projekt has some real problems with overworking their employees.

Edit: (right before cyberpunk released)

Employees at CD Projekt Red, the Polish studio behind the game, have reportedly been required to work long hours, including six-day weeks, for more than a year.


“Solved it” for a game just means “approximated it well enough that the average user won’t notice”.


I keep going into Google slides and being annoyed I can’t just use G R and S to manipulate objects

Edit: And I love how in Blender, ctrl-z will undo/redo selection. I hate spending so much time selecting things just to misclick in other programs.


They massively changed the UI in 2019, in version 2.8. Hasn’t changed much since then though.

If you remember Blender having a bad-looking light grey UI and no support for multiple workspaces, that’s the old version.


There is also a technique where you manually swap out the filament at a certain layer height. Based on the shared STL files I think that’s the case here.


If these are PLA I could see them softening if you put too hot of a drink on top. They look great though.


Two thirds of graphics is art direction, the other third is tech. Source: a rule I just made up


I disagree that you really need to put much effort into updating the materials to get benefits from rtx. HL1 RTX looks pretty great with only the bare minimum PBR remasters, because PBR and RTX are 2 separate things that both improve a game’s look. PBR materials help rtx just as much as PBR materials help regular rendering, and rtx helps PBR materials only a little bit more than rtx helps regular materials. All of the effects used in PBR materials apply the same to regular rendering as with RTX.