Replying to @pablo5425 @TJGM_
I'm curious to know too, maybe they gradually change the fov and that change is frame dependent? Like a "add value for x sec"?
Replying to @sq_si @ApexStupidity
Isn't the challenge interesting tho? A well balanced puzzle that includes some form of challenge is what makes it interesting imo, this mechanic could have made the whole game a little too easy unless they REALLY had designed levels extremely hard
Replying to @mean_mystic @hms1193
frame gen x6 written bottom left (lmao at them actually publishing results with x6 framegen)
if other person has different opinion = biased. I never said that my opinion was the only one right, but you said "only when you don't know it" which implies that its ergonomics are actually good, and I disagree, because the argument is not right, knowledge != good ux/ui.
Not to say max isn't shit either in many aspects, some stuff are literally ancient in it at this point, but blender's UX/UI is a beast of its own, and I'm puzzled by why they just didn't want to take inspiration instead of trying to do their own strange thing.
You're not a fanboy but you regurgitate the same excuse many people say again and again, I'm just saying the reasoning is wrong, if you feel offended for a "shit" and stating logic then lol. Learning something and tolerating it doesn't mean it's intuitive or ergonomic.
Knowing how to navigate a shit UI and accepting it doesn't make it a better UI, it just means you've learnt how to use a shit UI, but most blender artists say exactly this, just learn it, yeah, guess what, I did, and it's still objectively shit
? It's not like blender has a particularly good UI and some essential modeling tools are straight up missing or worse in blender (constraints and extrusion in particular is shit in blender) + everything is destructive which is even worse than all.
Replying to @r_w_the_t @SonOfVaivasvata
This mf be AI without a checkmark, just for the love of the game
I think ultimately it might be where it's gonna go, at least that's my guess, this has potential but it needs to be more tightly integrated imo/get more data than right now, it can make cool results but it also diverges from the actual scene setup itself, so... it's hit or miss.
I think at minimum it should get a light pass of some kind, because right now it looks like the dll literally only takes color, motion vector and depth (+ masks and ui stuff). Using the cinematic neural model, it can quite dramatically change the lighting...
(or well at least for motion vectors and depth as we can see). But yeah my only point was that it's basically a post process that uses render passes, which is ok/pretty cool imo but I wished it actually had more info to work with (like light placements at minimum)
oh yes yes, that absolutely, I didn't intend to say otherwise, here in OP the passes are guessed indeed. I just meant to say that it's technically post work so it's a kind of post process, which ofc doesn't purely use the final image as input yes.
Sorry, my bad, I forgot what OP was and this is on a video, but my point doesn't change, just that it's not reshade here or whatever. Here the passes are guessed/estimated, normally the game would provide them ofc. I never said it only purely uses the final image as input.
