Pedro 🎮 GameDev

200 posts

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Pedro 🎮 GameDev

Pedro 🎮 GameDev

@pedrocasas_dev

#gamedev 🕹️ •ESP/ENG• 🎮 Graphics Programmer 🤖 Chibig Studio 👾 Fan of too many things 🫠

Valencia, España Beigetreten Haziran 2022
722 Folgt180 Follower
Pedro 🎮 GameDev
Pedro 🎮 GameDev@pedrocasas_dev·
@Kiiiri7 About half precision floats, I've honestly only noticed the difference on very low-end hardware. I guess being memory bound hides most differences in this case though 🤕
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Kiriakos Gavras
Kiriakos Gavras@Kiiiri7·
@pedrocasas_dev The algorithm is memory bound, so just do less samples and distribute the workload as the paper mentions. Tried using half precision floats but nothing changed.
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Kiriakos Gavras
Kiriakos Gavras@Kiiiri7·
Implemented GTAO with bent normals and visibility bitmask. Tried bilateral upscaling but I wasn't convinced, so this is full resolution.
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Pedro 🎮 GameDev
Pedro 🎮 GameDev@pedrocasas_dev·
@Kiiiri7 I tried using interleaved gradient noise, TAA and a very small spatial denoising kernel. It loses a bit of detail but it is possible to make it converge with just a few samples. I also found out that it worked best in that scenario using at least two slices per pixel.
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Pedro 🎮 GameDev retweetet
Ewan Morrison
Ewan Morrison@MrEwanMorrison·
The future has been cancelled. In your life you will live through an endless reboot of the highlights from 1980- 2010. There is no longer any need for new ideas or new writers or creators. Thanks to risk-averse algorithmic capitalism - we're entering a closed loop of the past.
Tolkien World@TolkienWorldG

Honestly what year is it?

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Pedro 🎮 GameDev
Pedro 🎮 GameDev@pedrocasas_dev·
I'm so tired of seeing AI being pushed down our throats all the time man. I really hope it is a bubble, and that it pops sooner rather than later.
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Pedro 🎮 GameDev
Pedro 🎮 GameDev@pedrocasas_dev·
Just the idea that soon what we see while playing videogames is not the human-made art but an AI slop hallucinated version of it with yassified characters feels vomitive. It's just a glorified AI filter that makes everything fall in the uncanny valley. It's not the future I want.
NVIDIA GeForce@NVIDIAGeForce

Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall. DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality. Learn More → nvidia.com/en-us/geforce/…

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Luke Stephens
Luke Stephens@LukeStephens·
Seriously though, game studios can't be happy about this either... Right?... This literally turns every game it touches into a crappy AI face filter mess. We need to see studios come out against this crap
NVIDIA GeForce@NVIDIAGeForce

Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall. DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality. Learn More → nvidia.com/en-us/geforce/…

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Luke Stephens
Luke Stephens@LukeStephens·
You shouldn't be. Listen, I like DLSS. It's a marvel of modern computing. But this? This will make every game look like a crappy AI face filter was applied. It undermines all of the creative efforts of studios that work so hard designing characters and art. Actual abomination.
Bryan Catanzaro@ctnzr

So proud of DLSS5: Fully generative neural rendering, in real-time, in real games. Mind-blowing realism. A whole new generation of real-time graphics. A decade of continuous research and development. Coming soon to PCs everywhere. 💚

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Chibig | Elusive & Bel's Fanfare
Chibig | Elusive & Bel's Fanfare@chibigstudio·
We are truly honored and incredibly excited to announce our collaboration with @ima_1966 on the creation of a set of 3 gong-shield designs for Bel’s Fanfare! 今村さま、ありがとうございます!
Chibig | Elusive & Bel's Fanfare tweet mediaChibig | Elusive & Bel's Fanfare tweet mediaChibig | Elusive & Bel's Fanfare tweet media
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Pedro 🎮 GameDev
Pedro 🎮 GameDev@pedrocasas_dev·
@gachabrain @garbunka Hi! It's a primitive form of motion blur. It consists of framebuffer accumulation. Basically, it's just blending the previous frame and the current one by some factor before displaying it. The result is stored in a separate render texture for the next frame.
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BLiSS
BLiSS@gachabrain·
@garbunka Is there a specific name for this sort of shader technique? I know i've seen it used a ton in Squaresoft games circa 6th gen, but I can't for the life of me find it using search terms like "frame buffer" or "frame smearing"
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Pedro 🎮 GameDev retweetet
Jettelly Inc.
Jettelly Inc.@jettelly·
JankyAnims shared a new update on Tachyon Flow, showing a new character and more gymnastics-focused movement in progress 🤸 See more: reddit.com/r/Unity3D/comm…
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Pedro 🎮 GameDev
Pedro 🎮 GameDev@pedrocasas_dev·
It's very easy to spot a game developer who doesn't play games. Their ideas tend to be generic, boring and bland. They lack critical thinking about games and it shows. Imagine a musician who finds listening to music boring and unappealing. You need passion for the craft.
Christopher Dring@Chris_Dring

You don’t have to be a gamer to work in video games. You don’t have to have a gaming background to run a game company. The industry could do with some outside thinking, frankly.

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Jade Law
Jade Law@jadel4w·
Hard disagree. This is everything wrong with the games industry. You need passion for games as more than a product. This is why AAA is collapsing. You don’t have to be actively playing games, I go through ebbs and flows myself. But you should be a gamer and be immersed in the culture and consumerism of gaming. Otherwise why are you even here? Go work at a bank. What the industry should be doing is giving more autonomy to the actual creatives who have passion for the medium. Let games be art.
Christopher Dring@Chris_Dring

You don’t have to be a gamer to work in video games. You don’t have to have a gaming background to run a game company. The industry could do with some outside thinking, frankly.

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Acerola
Acerola@Acerola_t·
here's an actual real time realistic 3D ocean simulation I wrote a few years ago without AI just by reading some papers. maybe someday Gemini can catch up to 30 year old rendering tech
Deedy@deedydas

Wow, Gemini 3.1 Pro just crushed one of my test problems no other model could solve. "Write a photorealistic 3D ocean simulation" 3D graphics is extremely hard. It has to encode 9-10 techniques based in physics. Being off by just 1 number can lead to bonkers results

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MVG
MVG@ModernVintageG·
Just sad news today hearing about Bluepoint Games closing. I feel for my friends who worked there. They produced best-in-class remasters and remakes that made videogames better. Under Sony they were mismanaged and released nothing. Set up for failure. What a waste.
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Robert Morrison
Robert Morrison@RobertAnim8er·
All true. A studio’s location also heavily influences hiring. When Bend laid me off, 3 studios wanted to interview me. CD Projekt Red, Naughty Dog and VOID Interactive. The first 2 located in the most expensive areas in the country. 2 studios I would have loved to work for. But in the end I chose VOID, an indie studio that allows me to work remote anywhere in the world. Which was a huge perk for me and sealed my decision.
Del@TheCartelDel

Yes. Most of gamedev costs are the salaries, which must match the local cost of living. Oppressive rent prices make it difficult to make games in many cities, but if that game isn't a fucking hit, it's often enough to destroy that studio outright now. No misses allowed anymore. Uncharted 1 didn't sell amazingly. Nor did Demon Souls. Red Ded Revolver and the first Yakuza also suffered from lukewarm sales. Imagine if those studios never had a chance to come back stronger because the sheer financial stress of cost-of-living-matching-salaries wiped them out.

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AUTOMATON WEST
AUTOMATON WEST@AUTOMATON_ENG·
Young gamers in Japan may not be forming the same attachment to Final Fantasy or Dragon Quest because modern dev cycles are as long as their childhood, users theorize automaton-media.com/en/news/young-…
AUTOMATON WEST tweet media
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