Kornel Kisielewicz

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Kornel Kisielewicz

Kornel Kisielewicz

@epyoncf

Professional roguelike and engine programmer. Indiepocalypse survivor. Founder of @chaosforge_org. Author of Jupiter Hell, DoomRL, DiabloRL and AliensRL!

Wroclaw, Poland Katılım Mart 2010
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Kornel Kisielewicz
Kornel Kisielewicz@epyoncf·
Fast-paced and turn-based - the return of a roguelike legend! *Jupiter Hell Classic* packs procedural levels, explosive weapons, and brutal tactical combat. Early Access starts NOW! (link below)
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Kornel Kisielewicz
Kornel Kisielewicz@epyoncf·
@nimlot26 Nowhere in the replies it is suggested that DLSS 5 has access to anything else than the color buffer and motion vectors. A single frame is analyzed, all "context" information is inferred. Which makes sense as it's supposed to work ~"out of the box" with existing engines.
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Georgian Avasilcutei
People keep sending me Daniel Owen's video which basically states that DLSS5 is an instagram filter because it uses just one frame and a motion vector. While his questions were valid and he actually got the replies he needed, his lack of basic technical understanding took him to the wrong conclusion. A lot of you have a very hard time understanding the basics of how a frame is rendered in your game and what kind of information is available before postprocessing and straight up went to the idea is that a rendered frame is like the screenshot you saved on your disk. @ado_tan and his friends have some amazing breakdowns about how different games render stuff. I suggest you to dive on his blog and check all of them out. This way maybe you will understand a bit more about how games are rendered. Here you have an article he wrote about how GTA5 renders a frame. I'm sure it will be eye opening for a lot of you. Till you do your research...I'll just go and play Crimson Desert.
Adrian Courrèges@ado_tan

This is how a frame is rendered in GTA V: adriancourreges.com/blog/2015/11/0…

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Grzegorz Piwowarek
Grzegorz Piwowarek@pivovarit·
Unpopular opinion: coding in natural language is way harder than in a programming language when you need deterministic results
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Kornel Kisielewicz
Kornel Kisielewicz@epyoncf·
Have you tried Jupiter Hell Classic, 0.9 Melee update?
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Kornel Kisielewicz
Kornel Kisielewicz@epyoncf·
Keeping your emergency password list on a floppy disk is way safer than on a piece of paper, just sayin' :P
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Considering writing a thread about DLSS and frame gen. My feelings are both positive and negative... My thread would likely make everybody angry as these two technologies are such a heated topic nowadays :D
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MCH
MCH@MCH2024·
@SebAaltonen @TvanHelsdingen @epyoncf @jumaron03 @kimmonismus This is not Genie3. Think more RTX Remix Toolkit but automated/engine integrated. It’s deterministic and customizable. Artists advocated for it. It’s an overpowered tool to make photorealistic graphics. RE9 / EA FC are early customized implementations, rest is base model.
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Chubby♨️
Chubby♨️@kimmonismus·
I seriously dont get the hate for DLSS5. Even though DLSS5 does enhance the appearance to some extent, the result is still a much more natural look. I'm well aware of the argument that this alters the developers' style, but 1) everyone is free to disable DLSS, and 2) I hardly believe that visible improvements fundamentally change the atmosphere. So far, every image has been fine by me.
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Kornel Kisielewicz
Kornel Kisielewicz@epyoncf·
@BRobo82 Dunno about the game but the person on the right takes time in her day for a decent makeup, and pays for a hair stylist. Also looks 5-10 years older, but that can be the makeup. Dunno what the artistic intention on the right was, but that's what it reads.
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BadRobo82
BadRobo82@BRobo82·
So, do you seriously think the image on the left looks technically better? Or is it just a case of 'this isn't the creators' artistic vision, and besides, AI is awful,' because hating on AI is super trendy and drives clicks?
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Kornel Kisielewicz
Kornel Kisielewicz@epyoncf·
@RadekDubisz Ich już dawno nie obchodzi reakcja środowiska graczy, przecież nie są już ich głównym klientem. Ich obchodzi reakcja tech-bro AI prasy i co za tym idzie tech-bro AI inwestorów :P
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Radek Dubisz
Radek Dubisz@RadekDubisz·
Na spokojnie jeszcze jedno przemyślenie o nowym DLSS. Niby trochę nie mieści mi się w głowie, że Nvidia mając wszystkie pieniądze świata i współpracę twórców gier, na przykładzie których chce pokazać nową technologię, decyduje się pokazać to, co wczoraj pokazała. Nawet zakładając, że faktycznie twórcy będą mieli pełną kontrolę nad tym, jak DLSS 5 wpływa na ich gry, a obecnie technologia jest na stosunkowo wczesnym etapie rozwoju i będzie udoskonalana, wydaje się niemożliwe, że Nvidia nie przewidziała reakcji środowiska graczy. Ale tu dochodzimy do wniosku - spodziewała się, ale i tak zdecydowała się to pokazać, bo (jak w przypadku griftu) odezwała się wokalna mniejszość, zapewne większości się to podoba lub jest obojętne. I to do tej większości zaliczają się zapewne inwestorzy spółki, którym neuron aktywuje się na "większy numerek, wincyj, lepiej, AI rewolucja" i reszta się nie liczy. A korporacji tylko o to chodzi - zapewnić inwestorów, że spółka się spektakularnie rozwija.
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Kornel Kisielewicz
Kornel Kisielewicz@epyoncf·
@gr8_rebellion This is the next step after having a world with two engines and 99% of the games using the default shaders of those two vOv.
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Tim van Helsdingen
Tim van Helsdingen@TvanHelsdingen·
@epyoncf @jumaron03 @SebAaltonen @kimmonismus Yeah maybe. They have been getting quite good at fast and realtime diffusion though, and what they showed here is a glimpse of the future (they were running the DLSS on it’s own 5090) My guess is that with 6xxx series we’ll see more NPUs to handle this type of stuff.
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Kornel Kisielewicz
Kornel Kisielewicz@epyoncf·
@kiwitalkz This kind of contempt is what is wrong with the industry nowadays. No, it's not enlightened devs vs backwater gamers. Many devs also see this as a path towards visual mediocrity.
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Tim van Helsdingen
Tim van Helsdingen@TvanHelsdingen·
@epyoncf @jumaron03 @SebAaltonen @kimmonismus DLSS is a post effect, it already uses all the various buffers a game generates. And yes it does have some performance overhead of a few milliseconds. I don’t think adding an additional buffer would change the equation that much, but i could be wrong.
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Tim van Helsdingen
Tim van Helsdingen@TvanHelsdingen·
@epyoncf @jumaron03 @SebAaltonen @kimmonismus Genie isn’t just diffusing though, it builds a mental model of the world it generates, including physics and various other things. So it’s a little different from how regular diffusion models work, it is actually going to be smart about interactions and such.
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Tim van Helsdingen
Tim van Helsdingen@TvanHelsdingen·
@epyoncf @jumaron03 @SebAaltonen @kimmonismus Genie world is not screen space, it’s a world model. Anyways, even with a screen space model like this, tagging is not hard. You tag models, they could render as an AOV that the model could ingest. I don’t see the issue here, would not be too hard to implement.
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Kornel Kisielewicz
Kornel Kisielewicz@epyoncf·
@KKroQ Also, all of this is impressive! It's just that I personally prefer the "before" effect in most (all?) cases, and I'm sure I'm not the only one. This is not RTX, DLSS, framegen, this significantly impacts the color grading, granularity and look and feel of the scene.
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Kornel Kisielewicz
Kornel Kisielewicz@epyoncf·
@KKroQ There aren't many great deep dives on the web in the deluge of hate and hype, but this guy (his content i generally decent BTW) made a nice primer on the mediocrity effect - about LLMs, but it also applies to other nn transformer architectures - youtube.com/watch?v=0PB09f…
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