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Joined 2 years ago
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Cake day: July 1st, 2023

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  • From understanding my old GameBoy that had 4 AA batteries in alternating rotation, that had 6V (1.5V each battery). Chaining positive and negative together increased the voltage.

    Since this has them pointing both up, it’s just 1.5V but it’s as if you put a half sized battery.

    Basically, the same, just less amperage because of a smaller battery (if compared to 2 of the same).

    tl;dr: same, but half capacity.


  • ShortFuse@lemmy.worldtoTechnology@lemmy.worldThe Copilot Delusion
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    1 month ago

    This is a trash take.

    I just wrote the ability to take a DX9 game, stealthy convert it to DX9Ex, remap all the incompatibility commands so it works, proxy the swapchain texture, setup a shared handle for that proxy texture, create a DX11 swapchain, read that proxy into DX11, and output it in true, native HDR.

    All with the assistance of CoPilot chat to help make sense of the documentation and CoPilot generation and autocomplete to help setup the code.

    All in one day.


  • Helm Dawson tonemapper is a filmic tonemapper built by EA years ago. It’s very contrasty, similar to ACES (What Unreal mimics in SDR and uses for HDR).

    The problem is, it completely crushes black detail.

    https://www.desmos.com/calculator/nrxjolb4fc

    Here’s it compared to the other common Uncharted2 tonemapper:

    Everything under 0 is crushed.

    To note, it’s exclusively an SDR tonemapper.

    I’ve found this tonemapper in Sleeping Dogs as well and when modding that game for HDR, it was very noticeable there how much it crushed. Nintendo would need to change the tonemapper to an HDR one or, what I think they’ll do, fake the HDR by just scaling up the SDR image.

    To note, I’ve replaced the tonemapper in Echoes of Wisdom with a custom HDR tonemapper via Ryujinx and it’s entirely something Nintendo can do. I just doubt they will.







  • Most “film grain” is just additive noise akin to digital camera noise. I’ve modded a bunch of games for HDR (RenoDX creator) and I strip it from almost every game because it’s unbearable. I have a custom film grain that mimic real film and at low levels it’s imperceptible and acts as a dithering tool to improve gradients (remove banding). For some games that emulate a film look sometimes the (proper) film grain lends to the the look.


  • ShortFuse@lemmy.worldtoGreentext@sh.itjust.worksAnon fixes their games
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    4 months ago

    Bad effects are bad.

    I used to hate film grain and then did the research for implementing myself, digging up old research papers on how It works at a scientific level. I ended up implementing a custom film grain in Starfield Luma and RenoDX. I actually like it and it has a level of “je ne sais quoi” that clicks in my brain that feels like film.

    The gist is that everyone just does additive random noise which raises black floor and dirties the image. Film grain is perceptual which acts like cracks in the “dots” that compose an image. It’s not something to be “scanned” or overlayed (which gives a dirty screen effect).

    Related, motion blur is how we see things in real life. Our eyes have a certain level of blur/shutter speed and games can have a soap opera effect. I’ve only seen per-object motion blur look decent, but fullscreen is just weird, IMO.


  • You remember Steve from IT? The only one who knew how to manage our backend infrastructure? Well, after that unfortunate plane crash, we uploaded the entire contents of his laptop, cellphone, and personal cloud to an artificial AI. We were able to revive him to bring him back. Even better now, because we have him resurrected in simulated form, he now exists in a perpetual state of working at the office and no longer needs to go home to rest or be with his family. That means with the new 24x7 productivity, we are expecting increased profits for this next quarter.