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Joined 3 years ago
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Cake day: July 1st, 2023

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  • ShortFuse@lemmy.worldtoTechnology@lemmy.worldThe Copilot Delusion
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    10 months 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.



  • 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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    1 year 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.





  • I have just dumped code into a Chrome console and saved a cert while in a pinch. It’s not best practices of course, but when you need something fast for one-time use, it’s nice to have something immediately available.

    You could make your own webpage that works in the browser (no backend) and make a cert. I haven’t published anything publicly because you really shouldn’t dump private keys in unknown websites, but nothing is stopping you from making your own.







  • I just recently started working with ImGui. Rewrite compiled game engines to add support for HDR into games that never supported it? Sure, easy. I can mod most games in an hour if not minutes.

    Make the UI respond like any modern flexible-width UI in the past 15 years? It’s still taking me days. All of the ImGui documentation is hidden behind closed GitHub issues. Like, the expected user experience is to bash your head against something for hours, then submit your very specific issue and wait for the author to tell you what to do if you’re lucky, or link to another issue that vaguely resembles your issue.

    I know some projects, WhatWG for one, follow the convention of, if something is unclear in the documentation, the issue does not get closed until that documentation gets updated so there’s no longer any ambiguity or lack of clarity.