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pixelhorse
searching Neon…
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1.
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by
pixelhorse
6y ago
Most hand drawn animation wont't actually vectorize well, especially the ones from the hand drawn era, where every cel is a real painting: https://caseantiques.com/item/lot-738-the-simpsons-animation... Look at al
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by
pixelhorse
6y ago
That's not possible, because the situation we have today is that proprietary APIs (D3D, Metal, CUDA) are pretty stable, whereas open APIs (OpenGL, Vulkan, OpenCL) are buggy or unsupported.
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by
pixelhorse
6y ago
They did publish a video on how it works, but I can't find it right now. The inputs are similar: https://www.nvidia.com/content/dam/en-zz/Solutions/geforce/n... In contrast to DLSS1, the output
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by
pixelhorse
6y ago
Delightful!
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by
pixelhorse
6y ago
> Is it a real time ray tracer doing the rendering? With these shapes, this can be solved analytically with the equations shown. If this was raytracing, you'd need a lot of rays for such a clean image.
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by
pixelhorse
6y ago
A few years ago, I managed to build XRDP with RemoteFX enabled. This was the smoothest remote desktop I have ever experienced. I couldn't replicate it a while later after an OS upgrade and I have since given up on it. Does anybody else
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by
pixelhorse
7y ago
AMD is great when it comes to raw compute power for the money. However, AMD has a history of shipping poor OpenCL drivers, so everyone just went with what actually worked - NVIDIA.
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by
pixelhorse
7y ago
> as an example point, the Go garbage collector clears heaps of 18gb in sub-millisecond latencies. The trick here is to double the heap size, which would be completely unacceptable for a game that's making use of what the hardware o
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by
pixelhorse
7y ago
Yes, thanks Apple. Vulkan is rather awful to use, compared to D3D12 and especially compared to Metal. Metal, in my opinion, strikes the best balance between performance and low-level control. With Vulkan the intention is that you have m