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Falcone
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Falcone
@ThatguyFalcone
Occasional fun-haver, video game enjoyer, hummus eater and track pant enthusiast. I reply mostly in gifs
Auckland, New Zealand Katılım Kasım 2014
626 Takip Edilen282 Takipçiler

@iloveairbagged Seal a hard copy of this in the nuclear apocalypse vault under a mountain so that future generations may know it's greatness.
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The soundtracks for Deus Ex and Unreal are legendary. Such a frustrating industry, man.
PC Gamer@pcgamer
It's brutal out there: Deus Ex and Unreal composer says he's submitted 50 resumes and gotten one interview in the last year pcgamer.com/gaming-industr…
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Here are Dave and David's full unedited comments for those interested:




PC Gamer@pcgamer
'Cripple their sales, tank their stock price. Stop collaborating with them as developers': New Blood CEO on fighting against DLSS 5 pcgamer.com/hardware/graph…
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Nvidia has confirmed that the new DLSS 5 algorithm is redrawing games based on a 2D image input and motion data. bit.ly/4smPOCx

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It is absolutely hilarious to me the way the internet has reacted to DLSS 5. It really shows how much people simply knee jerk react to something they clearly have absolutely no idea about.
It's NOT about AI filters - and I want to reiterate that. It is NOT an 'AI filter' applied Realtime on every object on a frame by frame basis.
This technology allows us to light and render faces (but really, all forms and materials) at a much higher fidelity than we ever have.
Skin, eyes and hair will react much more realistically to whatever lighting scenario they are subject to.
Game artists, like myself have spent the last 20 years using tricks and hacks to 'fake' stuff like this using things called shaders and texture maps which we can manipulate to make things fakely look better than they are, or at least attempt to approximate things like sub surface scattering in skin for example because we lacked the computational power to have things work naturally.
Much like film studio light and render actors and actresses to look a specific way in any given shot, we would do the best we could with very limited computation power - in real time, this has increase in fidelity slowly but has remained BEHIND literally everything else because it is SOOOO expensive (fps) and complicated to render.
What DLSS 5 opens up is the ability to finally have light effect these materials and surfaces of every object you see on the screen much more naturally and in much higher fidelity.
This is going to have 2 very different effects going forward:
1) You will see a phenomenal increase in fidelity of character faces, eyes and hair rendering in video games. You'll finally be able to see the HARD work that artists spend putting details into their work that were previously not even visible.
2) Applying DLSS 5 to OLDER games that have been made with the aforementioned TRICKS and HACKS are going to be a mixed bag of look unbelievably bad due to essentially exposing all the dirty hacks that we have used to make things serviceable in NON Realtime lighting solutions all the way through to being surprisingly GOOD.
One thing I wish to convey is that anyone advocating for this to be stopped is not realizing that what they are actually saying is 'Your real hard working artists work is actually crap and looks like AI slop'. Because now great lighting reveals all of that detail thats actually already present in their work.
And thats actually very sad as someone who has been making video game character art since the pixel art days on the gameboy all the way through to next gen consoles.
I personally cant wait to apply it to Red Dead Redemption 2.
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@Spaniel_N7 @HardwareUnboxed That truly looks so much worse. Wtf
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@HardwareUnboxed Every game, it sucks the life out of it.
Desaturation, cold tone. Contrast to the moon.




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"The AI model powering DLSS 5 is a single unified model. Same model for every game. It's not trained per-title, per-face, or per-object type."
Why are Nvidia claiming developers have full control over the artistic intent of DLSS 5 output when it uses a unified model that isn't trained per game?
Surely this would mean DLSS 5 output would converge to the same type of visuals across games, removing artistic intent/touch. Just as we see from current gen AI tools
Giving developers true, full artistic control would surely mean having specific models for each game trained only on that studio's assets?
Ryan Shrout@ryanshrout
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Falcone retweetledi

🔴Guys:
Right click on the windows icon on your task bar.
Click on Task Manager.
Click the 'Performance' tab on the left.
Click on the 'Memory' Tab just to the right.
Next to the 'Speed' setting - Make sure that is actually the speed of your ram.
I have been in a world of pain the last 4 days trying to figure out what happened to my PC on Tuesday last week.
Unbelievably bad performance across the board, constant stutters and chugging doing the most basic things.
My DDR4 2933MHz RAM was set to 800MHz !!!!
This was causing my CPU to starve, audio problems, video problems and the list goes on.
I set the correct speed of my ram by checking its stats in the bios and setting it manually rather than leaving it on 'auto' which is where it was set.
This solved EVERYTHING INSTANTLY.
Sadly though, using the most basic test case I have which is a 'confetti canons explosion' live on my stream i was able to determine that i have in fact NEVER had my ram set to its correct speed - my long history of using this confetti canon will prove that. Basically every time i hit that button on my streamdeck, it made my stream lag and stutter as well as my stream pc. Its been like that for years!
It is now LIQUID SMOOTH.
I have never set my ram speed, overclocked or messed with this stuff in my life - but last Tuesday, somehow this was changed to be diabolically low speed - automatically.
I'm guessing windows update because I cant think of anything else that would have done this.
Hope that helps someone!
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