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Joined 3 years ago
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Cake day: June 15th, 2023

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  • If you are playing games where trackpads are useful, there’s not really another option, so it’s automatically a good value. I know my steam deck experience would have been a whole lot worse without those, and I would probably never consider a gaming handheld without them. But for the gaming I do with an xbox controller, I currently just use it for some video games at my computer (where I have access to a mouse anyways), and maybe split screen with family. I think my Gamesir Cyclone 2 controller (at half the price) is an unambiguously better deal for that, in the premium controller space. If I were using it mostly for couch gaming, that might put the Steam controller in a better position, or if I were mostly playing games that support whatever haptic trigger things Sony has, that controller might be in a better position.

    One of the other more unique features is the tracking in the Steam Frame. It would be cool if they could standardize that sort of thing so it would work with other headsets. I wonder if they’ve considered that.



  • It’s clear that several people in charge of the youtube livestream have no idea about how to do that correctly. I think the difference is just effort. Viewership was tiny compared to Apollo 11, as was the hype leading up to it. It’s clear that NASA could provide a whole lot better footage if even some random youtuber (Everyday Astronaut) can beat them. So that aspect is, as you said, because as a society we don’t really care about the Artemis launch. SpaceX does put a fair amount of effort into their livestreams, and you can easily tell by watching them.

    For the recorded footage, film often has a lot higher dynamic range than digital cameras and usually looks a whole lot better when recording a launch up close.

    Far shots are limited by atmospheric distortion and physical limits from diffraction for a given aperture size. None of that can change.

    IDK anything about the quality of the original live broadcast of Apollo 11, so i don’t have anything to compare in that regard




  • Yeah, probably the main reason it’s getting the little bit of praise that it does is that they’re showing it off on games with fairly flat-looking skin shaders. Unfortunately a problem with this sort of thing is that getting that “2023” image is the result of giving a whole team a huge amount of time to model one man’s face. If you’re Bethesda and you just want to get NPCs into Starfield, it would be a similar amount of work. A bit less, since the first people already gave a talk on it, but still much more work then just getting a diffuse BRDF with some subsurface scattering and calling it good. But you also need a process that can be applied to every single NPC…

    And looking at Striking Distance Studios, the company where that 2023 image is from:

    In February 2025, it was reported that most of the studio’s developers had been laid off.

    Yeah, I think it’s safe to say that the work those people put in will never be directly reused.

    Another reason the DLSS version looks a bit more realistic there is because of the specular highlights on the eyes, for example. They probably aren’t reflecting anything real, or else they would be there in the original. But the AI knows that specular highlights add realism and are plausible in this scene, so it puts them there. That’s something that an artist could do if given a specific shot and camera angle, but in the general case they can’t really do that without causing problems.











  • Intel GPU support?

    ZLUDA previously supported Intel GPUs, but not currently. It is possible to revive the Intel backend. The development team is focusing on high‑quality AMD GPU support and welcomes contributions.

    Anyways, no actual AI company is going to buy $100M of AI cards just to run all of their software through an unfinished community made translation layer, no matter how good it becomes.

    OneAPI is decent, but apparently usually fairly cumbersome to work with and people prefer to write software in cuda as it’s the industry standard (and the standard in academia)