

I think you just might have sold me on DQB2.
One of the mods I miss from older versions of Minecraft is the Millenaire mod, where villages were actually somewhat simulated, including builders making new structures out of blocks actually around the area. They would sometimes give you quests to get them materials too.


My guy you literally linked some guy fucking around in Special K as supposedly an explanation of the tech, you misread a marketing headline as being technically descriptive, and yourself even admit that it uses AI to generate which is the common usage nowadays for the label.of slop.
I definitely appreciate being called close minded, an asshole, and compared to MAGA for not agreeing with your personal stick up your ass about what you think is proper terminology though.
Have a rotten day.


I’ve not been an asshole here, you’ve consistently talked down at everyone calling this slop due to some minor technicality in terminology that you’ve still failed to back up or expand on beyond linking to the same video a second time.
You also have really zeroed in on some claims that I’ve literally never heard anyone make:
It is not changing geometry. It is changing lighting. It is changing material properties.
No one has said shit about geometry, lighting, or materials because that is not the level at which DLSS operates. Both in previous versions and in this latest version.
It’s not what anyone thinks is going on here, and it calls into question your own understanding of all this that you’ve now insisted upon it twice. It’s not making lighting and materials changes. You’re confusing raytracing which is often turned on and off in graphics presets alongside DLSS because of the intense resource usage, but it is not part of DLSS. Go download a mod for finer grained graphics settings controls in Cyberpunk 2077 and that much will be made clear.
There are plenty of tools people can use to get an idea of how any games’ rendering pipline works, such as Special K as shouted out by the video you linked. Personally I like Reshade for getting a look at render passes, output targets, buffers etc.
DLSS operates on a completed “flat” render output/buffer. As far as I’m aware, It has no knowledge of geometry, materials, or shaders unless the devs are really doing wacky shit and have direct line to nvidia devs. Maybe they’re passing it the depth and normal buffers as well as the flat render output. That opens a lot of options (see marty’s RTGI shader) but is demonstrably still just working with slightly more than gets slapped on the screen as a flat raster image.
It can do edge detection as movement detection through comparing a number of the previous input frames using the types of techniques used in video compression to detect and handle movement, as the end of your video makes small mention of.
Usually it’s used on the output of the 3d render pipeline before the flat HUD elements are slapped on top. Apparently a lot of games the guy that made the video tested didn’t seperate out the HUD layer, or maybe it had something to do with his previous methodology. I’m not watching multiple of his videos to check, and I find it kind of hilarious that someone would think they were some voice of knowledge on how this stuff works if they put the kind of effort they indicated they had for their previous videos without using Special K.
I had already watched the video you linked. I’ve now watched it twice to ensure I didn’t miss anything.
It’s some guy playing with the features in Special K that allow you to utilize DLSS at arbitrary upscalong ratios while allowing HUD elements to render at the viewport resolution. It has nothing to do with the underlying tech or how DLSS works beyond showing that the defaults in most games could be better tuned.
He has a short bit talking about older anti-aliasing tech, then says that DLSS is an advancement without actually getting into how it works.
In all 18 minutes, there is hardly 60 seconds discussing the actual tech, and it literally uses the term generation.
So to be clear, since you seem to be highly mistaken about this: DLSS uses image generation technology along with some very fancy edge detection to attempt to fill in gaps and generate extra details that are not present in the original image.
It is not rendering only the needed sections at higher resolution or anything along those lines, but I can see how someone may think that was implied by your video.
So again, now that I hopefully have shown you that I do in fact know more than a decent bit about how DLSS works, and you still have not provided more to back up your point beyond a video of some guy fucking around with Special K and going “whoa cool”…
What part of DLSS generating image data that does not exist in a lower resolution source image and using it to fill in what would otherwise be repeated pixels in a traditionally upscaled (nearest neighbor, bilinear, trilinear, etc) image… how is that not generative?
Edit:
Would it kill you to not double the length of your goddamn comment after posting it?
I’ve got better things to do at this point than continue this, but at a glance I see that you took Nvidia’s news post’s wording as gospel.
Edit again:
It’s clear now, you got hung up on some misleading marketing wording in one of the headlines. You even admit it uses AI to generate additional image data. Stop being condescending.


Fine then. Make it clear how it is not approproate to label this generative AI. That’s the basis of your claim that everyone else is being sloppy. Back it up with more than just your own declaration.
Even here you’ve not backed up your beliefs or statements with anything beyond restating your original point.
To anyone just glancing at the promo before and after image, this appears to just be applying image generating AI toolchain tech to the preexisting frame generation. There is at least some amount of responsibility on nvidia for using an image that gives off this look.
Pretending that a reasonable conclusion that a large amount of people are drawing simply isn’t reasonable, and that it is for reasons entirely self-evident, is just masturbation.
Surprised that no one has suggested the .hack (dot Hack) game series. They were PS2 era single player RPG games, set in a virtual reality MMO. So it really tries to simulate the MMO experience of that era. There’s even an entire fake computer OS you can explore with news articles, forum posts, email, etc that all contributes to the world building and sometimes unlocks stuff in the “MMO” as you learn stuff ourside of it.
The plot is… ok. Kind of a tired one now and quite trope-y. Mostly because it came first and a ton of anime since “copied its homework”. The series is one of the first instances of the now semi-common plot of “players get stuck in VR MMO”.
The first group of games in the series is pretty easily emulatable, and carrying your save across the games lets you keep your progress and unlocks some extra stuff in subsequent games of the first batch.
The second batch of games in the series (widely believed to be considerably better in gameplay) got an official PC remaster with additional QoL and what amounts to a free story DLC. Probably better to start there, just know there’s some weird plot stuff with a semi-prequel anime. It was the style of the time to make these multimedia projects to try and cross market shit.
They just announced that the series is going to get a reboot/continuation too.
It’s also worth noting that there are some “pay once” MMOs like Guild Wars out there which have been running for a decade or more.


At the risk of sending you down a rabbit hole, there are some people who use Reshade on non-online games to do “game photography”. You could go as light as overlaying a grid, or more complicated stuff like simulating lens focal length, removing fog, adjusting colors, adding bloom, bokeh, etc.
It’s meant for overlaying complex graphical effects while you play, but there’s a small dedicated community of people using it to set up the perfect still shots. It’s definitely a deep rabbit hole.
Maybe spend a few minutes searching before throwing shade. Cynicism’s easy. Here’s what I found in about 3 minutes:
He founded the marine research non-profit Inkfish, and a custom yacht building company OceanCo that builds ships for it.
Depending on the source I’m finding that they have 3 ships/yachts in their fleet with a new one under construction, and the Leviathan has most or all of the normal luxury features swapped out for additional lab space, hospital, 3d printing and fabrication workshops. One of the ships carries a crew of 75 scientists.
Their mission statement includes the intent to share all their discoveries freely.
You can look up images of the ships. They look like what I’d expect of research vessels, not billionaire pleasure ships.
Additionally, I’m seeing that he also co-founded the “Heart of Racing” race team that raises money for childrens charities, he’s donated significant money to pediatric ICU in New Zealand (where he lives), and also co-founded foundry10 which is “a education research organization that funds and develops programs to improve youth learning.”
Again, I’m not saying the man’s a saint or our friend. Steam has a very positive track record, he is putting more resources into philanthropic endeavours than many others in his position, and he’s not crowing about it so much that everyone knows he’s doing the philanthropic shit.


There’s always plenty of garbage on Steam and itch.io


If I recall right, the only exlusive weapon was the Flamethrower, but they also added the missile Warthog. Might be forgetting some other weapons though, as I never had the Xbox version.
I had some fun when I was younger modding the demo. The only content stripped out of it were the levels, so there were all these custom versions of the Blood Gulch map floating around with Ghosts and Scorpion tanks, etc.
I liked messing with weapon properties. Had my own temu/wish.com “cursed halo at home” long before it was a real thing.
That’s what I remember at least.


Looks like the dev’s Ko-Fi is the official source for the download: https://ko-fi.com/nemo622
No offense, but I’m way more interested in this Crystal styled Emerald romhack itself than whatever drama is happening around it.
Although I am sad to hear that yet another creator has been badgered out of enjoying their work. That sucks.


To anyone saying they like the battle system of “turn based with QTE/rythm” you might also like Super Mario RPG, Paper Mario (original N64 and Thousand Year Door), and the Mario and Luigi series (first three of them). Mother 3 also has a rythm element matched to the >40 battle tracks. Go emulate them rather than trying to track them down at scalper prices.
They all use turn based battles with timed button presses for extra damage with attacks, blocking/dodging, and specials. Definitely not as pretty, as good a story, or as complicated mechanics, but same sort of battle system.
There’s a full decomp of it that should be W11 compatible, if you want the original experience.
Decomp Github: https://github.com/k4zmu2a/SpaceCadetPinball
Windows XP game (for the resources the decomp needs): https://archive.org/details/3-d-pinball-for-windows.-7z


There’s no reason it has to be post 2077. Silverhand was already an established character in the lore, there’s plenty of shit that could be adapted. 2077 was in part a time skip epilogue to a whole bunch of notable characters from the TTRPG, and I think there’s a decent amount of people who’d be down for the earlier stuff.
When you add a picture to the post the way you did, it eats the link. Here it is for anyone looking: https://store.steampowered.com/app/2195910/Darkenstein_3D/


Something to remember is that CTR came out three years later than MK64. That was a lot of time for that generation of games.
That said, I remember not liking CTR as a kid because while it had more depth, the friend who had it had put a ton of time into the campaign so I had no chance of keeping up with him trying to pick it up casually through the occasional multiplayer match.
WOAH