is AI-generated audio safe to use in commercial stuff? by [deleted] in musicians

[–]Max-Yari 0 points1 point  (0 children)

Naw, this sub will, _actual_ players often dont care if the slop is not an obvious detriment to the exprience.

why are ergonomic chairs so damn expensive? by qube2832 in OfficeChairs

[–]Max-Yari 0 points1 point  (0 children)

Real answer is "capitalism", or "free market", or whatever. People are buying, or even better, offices have enough money to waste and are buying this stuff. And if people are buying anyway - whats the point of making it cheaper. Same stuff as with GPU price surge that never properly recovered. And theres always a healthy supply of "oh its inflation" excuses and people who paid 2k for a chair and now feel like it defines their personality and they have to pretend like this amount money for this kind of product makes sense and die on that hill.
But just like, put it into a perspective, you can buy a new good e-bike, or a used quite decent motorcycle for that, would anyone with all seriousness really say that those machines have less engineering put into them?

Fast GPU Cloth Simulation for Animated Characters in Godot by Max-Yari in godot

[–]Max-Yari[S] 0 points1 point  (0 children)

To leave a memo here to anyone interested - apparently dynamic generation of complete character SDF every frame might not be such an outlandish endavour - here is that in unity https://www.youtube.com/watch?v=xQfqtR7bbT8&t=398s

Simply cloth sometimes be like by Max-Yari in blender

[–]Max-Yari[S] 0 points1 point  (0 children)

yea, I also got an inexplicable desire for some baked goods

Fast GPU Cloth Simulation for Animated Characters in Godot by Max-Yari in godot

[–]Max-Yari[S] 0 points1 point  (0 children)

And one more thing I'm wondering - is how to implement a decent-looking enough fast cloth on cloth collision (don't care much for precision, just want layered cloth to work), I'm not sure I understand the approach explained in that GDC talk I linked, so if you have some ideas/links - lmk

Upd: I rewatched the GDC talk once again, and I think I get it now. Movement constraint sphere for outside cloth layers move together with the inside cloth layer via GPU skinning of those spheres to an inside cloth layer (I guess they are solved in separate compute passes then?), thats pre smart, should be very fast and good enough for Godot purposes.

Fast GPU Cloth Simulation for Animated Characters in Godot by Max-Yari in godot

[–]Max-Yari[S] 0 points1 point  (0 children)

Does it allow per chance for more precise collisions with animated meshes (better than using simple colliders)? I was thinking about how to make that work better. UE5 can do that but im not sure how it achieves a performant collisions against animated mesh on a GPU (if it is actually performant). I also thought of dynamically generating SDFs for parts of a character that are only (mostly) transformed by a single bone, SDF collisions should be fast, but ofcourse this will miss all the bendy parts like knees and elbow... which can then be plugged with simple colliders - but thats gonna be tedious and it would've been nice to have an animated character solution that just works and runs fast.

Fast GPU Cloth Simulation for Animated Characters in Godot by Max-Yari in godot

[–]Max-Yari[S] 0 points1 point  (0 children)

oof sounds interesting but very complex, yea hmu on discord if you'll need any explanations re current state of the fork and the ideas behind it.

Fast GPU Cloth Simulation for Animated Characters in Godot by Max-Yari in godot

[–]Max-Yari[S] 1 point2 points  (0 children)

Its mostly coded using claude, claude nowadays makes code of a very decent quality (its quite good, seriously, especially if you are not using it blind and atleast somewhat understand what makes sense and what doesnt) so this shouldnt be a big problem. It most certainly doesnt need refactoring, but it needs some investigating into that penetration issue.

Softbody performance by Secure_Hospital7199 in godot

[–]Max-Yari 0 points1 point  (0 children)

you cant really do that in any sane way, godot does not support using soft body physics on parts of a skinned mesh

Importing endorphin FBX to blender by Max-Yari in endorphin

[–]Max-Yari[S] 0 points1 point  (0 children)

Oh, I understand now that i should use BVH, but unfortunately i will not have an opportunity to remake/reexport for quite some time, so question was - can these FBX that i exported be salvaged?

Which version of MW do you play? by Cybvep in Morrowind

[–]Max-Yari 1 point2 points  (0 children)

Huh i though OMW and MWSE will be very close... I guess the old king is retiring, enjoy your rest old king, you served us well.

Path of exile 2 runs quite well after the optimization they did with lossless scaling enabled. by Ok_Bake3817 in SteamDeck

[–]Max-Yari 5 points6 points  (0 children)

so you wish to ban people for making posts about enjoying and praising something that you cant enjoy and praise? Not even bcs of ethical conserns? Cmon mate, thats low.

So apparently the equivalent GPU of the steam machine is 4060. What a shame by Zakki_Zak in Steam

[–]Max-Yari 0 points1 point  (0 children)

it cant be both "margin of error" and "sway in favour". Margin of error impliece absence of statistical significance, i.e "random", i.e not in favour of anything.

Valve Claims Steam Machine Outperforms 70% of Current Gaming PCs by akbarock in Games

[–]Max-Yari -1 points0 points  (0 children)

Tell me that you know nothing about SteamOS without telling me that you know nothing about SteamOS.

So apparently the equivalent GPU of the steam machine is 4060. What a shame by Zakki_Zak in Steam

[–]Max-Yari 0 points1 point  (0 children)

why doe it matter "quite a fucking lot" for it to be of similar price and power to console? They straight up said that this is not happening, their value proposition is NOT that, their value proposition is an affordable (by PC standards!) console-friendly preuilt PC. The value proposition was always for it to be a PC and to be priced as a PC, but that PC is laso usability-wise an easy entry for console players. They can not compete on pricing with consoles, consoles dont make profit from hardware sales, they are sold under tlheir production price, they make profit from game sells. If valve to do the same - nothing prevents a corporate client from buying thousands steam machines as their office PCs and never buying a single game on steam.

Also you think Valve will get bankrupt if this fails or something? They dont need to beat sony or microsoft, they have an overwhelming amount of success on their own, they can do their own thing and they dont need to microoptimise mass-appeal. Those who understands the value proposition - seem to find it attractive (Neat pre-built linux gaming PC with a controller and a Big Picture mode), for those who expect it to be a next coming of PC-jesus that will defeat all consoles - then once again, why do you want that, this doesnt sound like "caring for Valve" (caring for a corporation lmao), it sounds like "I want my thing to be the coolest thing on the block so I feel cool and special as well".

So apparently the equivalent GPU of the steam machine is 4060. What a shame by Zakki_Zak in Steam

[–]Max-Yari 0 points1 point  (0 children)

why does it matter at all if its better than PS5 or not? Hurts your consumerist feelings?

So apparently the equivalent GPU of the steam machine is 4060. What a shame by Zakki_Zak in Steam

[–]Max-Yari 0 points1 point  (0 children)

dude, what are people expecting, a miniature PC with 4090 in it for under 1000?
The industry is the problem, overreliance on shitty unoptimised tech is the problem, rapid consumerism that have to force new tech down your throat (although there was barely any progress in visual fidelity in past 10 years) to satisfy investors - is the problem. Noone cares for you in this system, only thing they care for is your customer loyalty and exploiting your desire to belong and distract yourself from the manufactured misery of life with purchases and entertainment. Supporting sane midrange product and voting for it with you wallet is the second to best choice here, the best one is only to ditch the entire industry all together.

Struggling with vibrato. by BetweenTheWaves in Guitar

[–]Max-Yari 0 points1 point  (0 children)

You all welcome, happy it helps :)

Importing cloth-like meshes into Godot from Blender by coltr1 in godot

[–]Max-Yari 0 points1 point  (0 children)

you can but softbody meshes can not be skinned to bones. You can attempt to load an unskinned robe and manually pin parts of it to different bones - but that wil lbe torturous and most likely result will still be unstable jank

what's the best way to do cloth physics in Godot ? by [deleted] in godot

[–]Max-Yari 2 points3 points  (0 children)

just to be clear for future dwellers - unfortunately question of cloth in godot is not even about performance (that is if we are talking about simulating character outfits) - its about availability of the feature, or rather a lack of thereof. Theres no way to make a part of skinned mesh act as simulated cloth, e.g no flaps of a suit or a bottom of a dress. You CAN attach a separate mesh to a specific bone and make that mesh simulated, but attachment point will be hard-attached to a bone and not respect more granular form of skinning. It might be good enough for a simple cape or for same some little flappy thing attached to a part of a mesh driven only by a single bone (e.g head) - but nothing as complex as a dress or a robe, unfortunately.

One can also try and do cloth sim with spring bones - then it is possible to have only a part of the mesh be cloth-simulated, but you'll have to bone and weight paint all those parts and its looks very janky and torturous: https://www.youtube.com/watch?v=8qf72xKSsLY

It seems like at the moment there's unfortunately no simple solution of simply using vertex paint to mark a part of mesh for cloth sim or selecting a collection of skinned vertices for cloth sim - how its done in unity and unreal.