Joined April 2016
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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"?
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Replying to @_kadokis
nice ak12
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Replying to @BulletHolz
blud got the gta sa ak47 with the left window
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Replying to @ChrisGPT
Mistral la grosse chatte
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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
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frame gen x6 written bottom left (lmao at them actually publishing results with x6 framegen)
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Replying to @canalCCore2
First in the world diesel swapped corvette
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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.
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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.
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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.
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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
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? 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.
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This mf be AI without a checkmark, just for the love of the game
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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.
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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...
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(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)
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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.
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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.
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What I meant by specifically mentioning render passes is that, it isn't aware of more than that, just like a post process.
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