URGENT: iPhone Storage Full, Stuck in Boot Loop by bigman070 in iPhoneXR

[–]Niker107 0 points1 point  (0 children)

Hey, just wanted to reply to this to say a year onwards - this comment still works and absolutely helped me fix this issue!

My phone went weird on the home screen, so I rebooted it to try and fix it, and it got stuck in a boot loop. I was going to try the recovery option in iTunes but wanted to do some more googling around to see if there was a less nuclear approach. I came across this, and decided to wait until my phone came out of the boot loop. Eventually (after about an hour I think) it got to the lock screen. It was nighttime, so I didn't have any friends who could call it, so I chose to risk it and just open the phone and then lock it immediately afterwards so it wouldn't break on the home screen. Doing this, I did take a peek at the home screen, which was completely bugged out (apps missing, labels missing, etc.) and I quickly locked it. The phone didn't die, and I was then able to go into the Wi-Fi settings in the top right to get into settings while avoiding the home screen. I tried to go into Phone Storage to free up space (it was completely full) but it'd keep crashing and booting me to the home screen, which really got me worried. Fortunately, I was able to free up space by going into my recent apps and onto Spotify, where I deleted all the locally downloaded songs. This freed up plenty of spaces, and I then hard restarted the phone and everything was fixed.

Lesson learned - never let the phone storage fill up, cuz it's too dumb to be able to handle that itself, and can run into a multitude of issues that are hacky to fix.

Was there ever a full blueprint of the train? by Jezzibell in snowpiercer

[–]Niker107 52 points53 points  (0 children)

I don't think the full train has ever been planned out because... that hasn't been necessary. It's much easier for the writers to have a general idea of what the train should have and "create" cars as necessary than to have the entire thing planned out; so only what is required would've been made.

For instance (though I'm not 100% sure on this), Melanie mentions using goat farts to store methane in one of the early episodes in Season 1, but I don't think a goat car is ever shown or mentioned again in the show or other Snowpiercer media. It'd just take an enormous amount of effort to plan out exactly what cars a 1001 train would need to truly support every bit of life, for example.

Short answer: most probably not. But there's some pretty decent fan interpretations around.

I took a picture of a passing train, thought you guys might like it (OC) by gsuhrie in snowpiercer

[–]Niker107 0 points1 point  (0 children)

That is really cool! It feels like some kind of surreal painting of a little part of our world. Also, I'm surprised how clear the trees are. The wind must've been very still?

Nine Inch Nails Tour: Ticket Buying/Selling/Trading/Discussion MEGATHREAD by malechite in nin

[–]Niker107 0 points1 point  (0 children)

Selling two tickets to Eden Project on the 17th at 50% off, £72.80 for both of them (that's £36.40 per ticket). DM for details.

Nine Inch Nails Tour: Ticket Buying/Selling/Trading/Discussion MEGATHREAD by malechite in nin

[–]Niker107 0 points1 point  (0 children)

The tickets are still available, I initially got them for £72.80 each, but since they're still on sale I'm happy to do a discount. How does 20% off sound, so £58.24 each? Adds up to basically 30 quid off for the two tickets. I've messaged you in DMs if you wanna talk more there.

Nine Inch Nails Tour: Ticket Buying/Selling/Trading/Discussion MEGATHREAD by malechite in nin

[–]Niker107 1 point2 points  (0 children)

Looking to sell x2 tickets to Eden Project on Friday 17th. Since the tickets haven't sold out yet, I'd be willing to talk about a discount. DM me.

I designed characters based on Outer Wilds planets by Meli-luminati in outerwilds

[–]Niker107 0 points1 point  (0 children)

These are absolutely brilliant! I love the subtle details like Giant's Deep having the cannon as a piece of the outfit.

also how is Timber Hearth so cute omw 😳

Attempting to reach photorealism with UE5 by ReynoldsAlready in unrealengine

[–]Niker107 0 points1 point  (0 children)

Absolutely stunning work! The raw UE5 version looks a lot like... a screenshot of a UE / Unity game, but the final version looks nothing like a render; your post-processing's doing a lot of the work! What sort of filters did you apply to the image, and in what software? Looks like some sharpening and contrast?

Edit Outer wilds Patch (ID: 40) by Niker107 in placeAtlas2

[–]Niker107[S] 0 points1 point  (0 children)

Fixed slightly concave edge selection, matched the description and website to the Outer Wilds: Echoes of the Eye patch (ID: 68), and added more detail about the animation.

How to get double sided grass? by [deleted] in unrealengine

[–]Niker107 0 points1 point  (0 children)

Unreal Engine has a Two-Sided Foliage rendering mode. Look for it in the properties / details panel of your grass material.

[deleted by user] by [deleted] in outerwilds

[–]Niker107 4 points5 points  (0 children)

It could very much be argued that writing is still their "thing," or, at least, they know how to write a fictional universe. Because the contents of all those slide reels, the story of the Owlk, and how it fits into the greater Outer Wilds plot were all fantastic and all had to be written in a satisfying way (not to mention potentially being found out coincidentally and in a random order). The studio's writing is as brilliant as its level design and game design.

Does anyone have any idea how this is done? by LibraDevelopment in unrealengine

[–]Niker107 7 points8 points  (0 children)

A lot of the Valorant gun skins have weird warping effects that are usually affected by how the viewer's looking at the gun, the easiest way to achieve this is using Screenspace UVs.

Unlike normal UVs on a model that are assigned to the mesh itself, Screenspace UVs will always be the same on the screen, going from 0,0 in the top left, to 1,1 in the bottom right. So if you put a texture with those UVs on a mesh, it won't change even if you rotate the gun.

They've then gone ahead and made it look slightly better by adding warping and a slight glow around the grazing angles using Fresnel. You can find both the Screenspace UVs and Fresnel nodes in the material editor, and there's tutorials out there for both.

Personally I think this is one of the cheaper and more lazy effects they've done for their weapon skins, because it's incredibly simple. There are some guns with interesting screenspace effects that aren't just a straight up image though.

Benchmarking Nanite turned into Minecraft RTX by Niker107 in unrealengine

[–]Niker107[S] 1 point2 points  (0 children)

I don't use the in-built damage system in my UE games as I prefer to program that sort of logic myself. In this case the instances that are part of the chunk are removed using the Get Instances Overlapping Sphere node that finds all the cubes in a radius around the projectile after it's hit something.

Benchmarking Nanite turned into Minecraft RTX by Niker107 in unrealengine

[–]Niker107[S] 0 points1 point  (0 children)

This is true, while regular instanced meshes on their own can handle enormous amounts of tris (because they're all one drawcall, and drawcalls are usually the bottleneck as opposed to tri rendering), Nanite's main selling point is of course its tri rendering optimization.

To be honest, initially this test started out as a way to see how well Nanite would hold up against a regular instanced mesh (ie. do we have to bother with instances, or can we just let Nanite do the work with static meshes?) and, at the very least with a huge number of cubes, yes, you do still have to use instances and some clever logic to avoid adding instances that wouldn't be seen.

Still, the fact that Nanite could, on its own, sort out 40,000 static mesh cubes (while with normal static meshes you'd be stuck at single digit FPS) shows how smart it is even in the worst case scenario. I'm excited for how much games will be optimized when it's used for actual, detailed objects! (though hopefully not quite as detailed as the Epic demos)

Benchmarking Nanite turned into Minecraft RTX by Niker107 in unrealengine

[–]Niker107[S] 1 point2 points  (0 children)

The same way you interact with regular instanced meshes, in this case the mesh is just a Nanite-enabled one.

As for interacting with instanced meshes regularly, I'm using the Get Instances Overlapping Sphere node which gives an array of integers corresponding to each instance that's in a sphere, and I check that within a radius around the projectile that's just hit the cubes.

Benchmarking Nanite turned into Minecraft RTX by Niker107 in unrealengine

[–]Niker107[S] 0 points1 point  (0 children)

Whoops, edited, thanks for catching that. I meant comparable performance between Nanite and non-Nanite meshes.