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Joined 3 years ago
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Cake day: June 15th, 2023

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  • Sure, I could definitely see situations where it would be useful, but I’m fairly confident that no current games are doing that. First of all, it is a whole lot easier said than done to get real-world data for that type of thing. Even if you manage to find a dataset with positions of various features across various biomes and train an AI model on that, in 99% of cases it will still take a whole lot more development time and probably be a whole lot less flexible than manually setting up rulesets, blending different noise maps, having artists scatter objects in an area, etc. It will probably also have problems generating unusual terrain types, which is a problem if the game is set in a fantasy world with terrain that is unlike what you would find in the real world. So then, you’d need artists to come up with a whole lot of datat to train the model with, when they could just be making the terrain directly. I’m sure Google DeepMind or Meta AI whatever or some team of university researchers could come up with a way to do ai terrain generation very well, but game studios are not typically connected to those sorts of people, even if they technically are under the same company of Microsoft or Meta.

    You can get very far with conventional procedural generation techniques, hydraulic erosion, climate simulation, maybe even a model of an ecosystem. And all of those things together would probably still be much more approvable for a game studio than some sort of machine learning landscape prediction.



  • Copy the link of the image. You see the bit at the end of the url that says ?format=webp? Change that to ?format=png.

    Lemmy often doesn’t show images in original quality unless specifically requested to.

    Edit: which is fair, because the lossy webp is 51 kb vs 513 for the png. Compressed for longer, it could be a 265 kb lossless jxl though. Once Mozilla and Google finally add support (which is actually happening now!). It could also be a 322 kb lossless avif. All of these aren’t max effort, just the effort that takes about 6 seconds on Image Toolbox on my phone

    Lossily, avif > webp > mozjpeg > jxl > jpegli for this image, although I think this is just because jxl and jpegli use the same perpetual tuning method which must not favor dark areas. Which might be good for most images but certainly is terrible for this one. It certainly is much better at the bright areas. Mozjpeg vs jxl -> lossless webp (equivalent compressed size)

    Note that all of the lossless formats would have been much smaller if the original screenshot in the mastodon post was lossless



  • DLSS Frame Generation actually uses the game’s analytic motion vectors though instead of trying to estimate them (well, really it does both) so it is a whole lot more accurate. It’s also using a fairly large AI model for the estimation, in comparison to TVs probably just doing basic optical flow or something.

    If it’s actually good though depends on if you care about latency and if you can notice the visual artifacts in the game you’re using it for.













  • Freecad is pretty good, but unfortunately there’s no foss cad software that’s better. If you don’t care about foss, I would recommend onshape if you’re fine with the “public by default” thing, else fusion360.

    For art, blender is great. Plasticity seems neat too, it’s a more traditional software licensing model (pay per version I think, not cheap not insanely expensive)