Adrian Sanchez 🎮

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Adrian Sanchez 🎮

Adrian Sanchez 🎮

@SunsetLearn

Senior Technical Engineer @ Squanch Games ⚡️https://t.co/ejNReXFIh2 - https://t.co/nWHW3GpMjq ⚡️Using electricity to produce light @SunsetStudioCo

Currently building Entrou em Kasım 2023
165 Seguindo462 Seguidores
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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
Current state of Sundown renderer: (cheapish) DDGI + Stochastic SSR + GT-VBAO + SVSMs + EEVEE-style Bloom + Deferred Lighting + Other Stuff. Running in a pseudo-bindless pipeline, as much as JS + WebGPU allows. My laptop was overheating from all the dev and open apps at this point so it started power throttling and cycling between laptop 3070 and iGPU. Still a few artifacts and quality touchups to get to, but currently trying to push performance as much as possible to fit within a decent 30fps budget for mobile and iGPUs.
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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
@martinmbauer It's too bad it requires billions of dollars to run these experiments. Early physics and mathematics discoveries were largely done by small groups and singular individuals using pretty inexpensive methods.
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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
@SebAaltonen At this point we would've pretty much solved real-time computer graphics. Then we'd only have animations, physics and general gameplay to try and keep improving.
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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
@pmarca There's a difference between introspection and just being humble and not dwelling on success for too long or getting too prideful. I think Steve was talking about the latter. But they're both important for different reasons.
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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
The amount of passion and work engineers put into developing these technologies just to get vilified in any public square they walk into. These tools are completely optional. You don't have to implement them in your game. It's just engineers and scientists trying to give you tools, that's all. They're not trying to pillage your hometown and raid your wares.
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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
This is now obvious in hindsight, because history shows that any new mass ideology or way of thinking begins to create massive divides in human populations over time, but we have reached a point where there are massive extremes of anti-technology and pro-technology people. Technology used to be about the promise of new utility and an optimistic future for humankind. It worked exclusively under those constraints. Unfortunately widespread adoption, nihilism and extreme pessimism have turned technology into a political battlefield, and we are in danger of becoming a stagnant civilization that no longer seeks to improve its outcomes. For every optimist developing a promising technology, there are dozens of pessimists ready to tear it down. In the context of modern times, the real salient point is this: the arts are important for human expression, communication and general well being, but technology is the key driver behind civilizational progress. When you support a massive campaign to tear down either of these thing, you are indirectly putting the human race at risk. If either of these things (arts or technology) goes bust indefinitely, we are all royally fucked.
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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
@GamingSinceNES If you're in the comments thinking lighting can't do this, you should watch this. The two side-by-sides are also taken at slightly different times in the game so if there's any inconsistency you can't rule that timestamp difference out. youtube.com/watch?v=6sgpeo…
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Compusemble@compusemble·
The DLSS 5 on/off comparisons below are a good demonstration of how the assets/geometry do not change. It's the improved lighting that makes such a massive difference. Source: #post-2401070" target="_blank" rel="nofollow noopener">forum.beyond3d.com/threads/nvidia…
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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
From a rendering tech POV, this is absolutely insane. I wish it wasn't a black box but it does kind of push the uncanny valley a bit further. I just hope there's some kind of steerability tools that come with this that help art direction not look like some generic AI generated video.
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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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
I do have to admit, all the controversy and generative art push-back aside, LLMs actually might turn out to be one of the most important innovations of the century. I'm at the point where pretty much everyone I encounter in daily life, family, friends, everyone including people well outside of the tech sector, are constantly delegating questions and queries to some ChatGPT/Gemini/Claude/etc. And I don't even have to mention how useful they've become for cooperative software engineering. We thought it was a fad but it turns out it was bigger than that. And if you love engineering software and creating then you know the tide is turning but not at all in a bad way.
@levelsio@levelsio

I think this collective feeling of "I don't enjoy coding anymore because it's so easy with AI" is good to talk about and realize, and I have it too I miss going to bed with a coding challenge I have to get through and then wake up and in the shower I get the answer and I scream EUREKA!!!!! But then you quickly just have to accept that the world has permanently changed now and it's just not going back because letting AI code for you is simply so much faster and effective and will only get better with every passing year So the better mental approach for me to these things is to just aggressively embrace it and change myself instead, if the fun in solving the challenges is gone, where else can I find the fun? I'm lucky a bit because for me the fun has always been building new things in general, not so much the coding part, although the coding challenges were fun for me too. But having ideas and just building new things was always the most fun. So I have to double down on that now, making more things and making better things and making them much faster than before. Especially now that literally everyone in the world has access to the same coding skill as everyone else (which is AI), the focus will have to aggressively be on what remains as a differentiator for me as a creator, which is my ideas and the way I execute them, not coding them So that's what I will try focus on from now on I think

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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
@alightinastorm This probably happens with more companies and products than we're willing to admit. Organic viral is a grain of salt in a pile of sand.
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robot@alightinastorm·
just so you know replit is hiring promotion agencies which in turn pay 1-2k for viral posts they give you a full briefing including post hooks and anatomy to make it go peak viral these agencies never require disclosure i know because they approach me lock them all up nikita
jordwalke@jordwalke

You've never vibe coded like this before. @replit is now your canvas for building & creating. In this video I'm building a graphics shader app. I click Replit's canvas button and see the live app running on infinite editable canvas, generate several design variants in parallel side by side, bring one back into my app. Just 1 of the things we shipped.

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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
And a quick photo dump (some physically non-correct stuff happening with the AO contribution but it's fixable).
Adrian Sanchez 🎮 tweet mediaAdrian Sanchez 🎮 tweet mediaAdrian Sanchez 🎮 tweet mediaAdrian Sanchez 🎮 tweet media
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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
One of my favorite test scenes, better idea of some of the remaining rendering artifacts present.
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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
Current state of Sundown renderer: (cheapish) DDGI + Stochastic SSR + GT-VBAO + SVSMs + EEVEE-style Bloom + Deferred Lighting + Other Stuff. Running in a pseudo-bindless pipeline, as much as JS + WebGPU allows. My laptop was overheating from all the dev and open apps at this point so it started power throttling and cycling between laptop 3070 and iGPU. Still a few artifacts and quality touchups to get to, but currently trying to push performance as much as possible to fit within a decent 30fps budget for mobile and iGPUs.
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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
@AnalogDreamDev This is very neat! How do you keep state history recorded without blowing up memory at some point? Custom compression?
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Analog Dream Dev
Analog Dream Dev@AnalogDreamDev·
My custom game engine now has a unified time system between game and editor modes! This means editor actions, gameplay simulation, and time manipulation all flow from the same mechanism. No need for undo/redo in editor, I can literally scrub a timeline of editor actions. 🔥
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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
@AgileJebrim That one actually makes sense they should just un-diverge all my shitty GPU code automatically
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Jebrim
Jebrim@AgileJebrim·
@SunsetLearn I can tell you that SER is entirely done in a shader. No special hardware. The driver is just running it for you.
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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
Funny how the current state of ray tracing just moved us back to fixed function pipelines. After decades of making programmable shaders the mainstay to move us away from fixed function hardware, we are now back to relying on fixed function hardware to do any kind of ray traversal, ray generation, (most) upscaling, etc. Which would be nice if hardware wasn't so costly and difficult to produce, or if there were more ubiquitous standards.
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Adrian Sanchez 🎮
Adrian Sanchez 🎮@SunsetLearn·
Well thankfully a lot of RTX APIs are open source, but at some point you're handing off requests to some driver black box, particularly for ray traversal, which you could do in compute but Grays/s on RTX hardware is like 10×-100x more performant. DLSS is another very black boxy thing, and that's probably not where it ends. I think the thing that irks me here is you can only do certain things very efficiently on very specific cards, instead of things having moved in some standardized way where every card can do some (scalable) efficient version of X across the board.
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Jebrim
Jebrim@AgileJebrim·
@SunsetLearn Some of it is actually just using shaders under the hood once you tear back their API’s layers.
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