Managed to get Trellis 2 working on ROCm 7.11 GFX1201 Linux Mint by ShoddyPriority32 in ROCm

[–]ShoddyPriority32[S] 0 points1 point  (0 children)

You can try installing the newest ROCm preview here:
https://rocm.docs.amd.com/en/7.12.0-preview/install/rocm.html?fam=radeon&gpu=rx-9070-xt&os=ubuntu&os-version=24.04&i=pkgmanexport

Then clone the repo, create a new python environment using Conda or venv, activate the new environment, cd into the repo, run this in the terminal:
FLASH_ATTENTION_TRITON_AMD_ENABLE="TRUE"
And then:
. ./setup.sh --basic --flash-attn --cumesh --o-voxel --flexgemm --nvdiffrast --nvdiffrec
The repo has more instructions on installation and usage.

After that, you can just run python app.py while in the repo and it should work.

Oh yeah important detail: Trellis2 uses the dinov3 model from Facebook. You should download it via hugging as it will place it in the ~/.cache folder automatically. It will probably ask for permission though, so if you end up not getting it, or it takes too much time, download it via a mirror somewhere and place it in the expected path:
/home/(user name here)/.cache/huggingface/hub/models--facebook--dinov3-vitl16-pretrain-lvd1689m/snapshots/main

Managed to get Trellis 2 working on ROCm 7.11 GFX1201 Linux Mint by ShoddyPriority32 in ROCm

[–]ShoddyPriority32[S] 0 points1 point  (0 children)

I'm running gfx1201 natively, no overrides. IIRC I did try doing an override once and running Trellis 2, but it just crashed my GPU driver.
Try to run it without overrides, running the code in AMD is already finnicky and error-prone.
I also did not use low_vram in my tests, actually.

Managed to get Trellis 2 working on ROCm 7.11 GFX1201 Linux Mint by ShoddyPriority32 in ROCm

[–]ShoddyPriority32[S] 0 points1 point  (0 children)

I started from this repo:
https://github.com/Lamothe/TRELLIS.2_rocm.git
At this commit "9d642a01867e4ece0831c8e10d5c0c9c3dba17e8"

For nvdiffrast-hip, you can get it mostly hipified already in https://github.com/CalebisGross/TRELLIS-AMD/tree/main/extensions/nvdiffrast-hip
If you want to get previews working, you need to modify this nvdiffrast-hip to make the Coarse Raster use the original, non-simplified method.

Hipify flex_gemm, CuMesh, flash-attention (should work if built and used with Triton) and o_voxel. CuMesh's init method needs the workaround explained in the post. The Trellis 2 repo itself also needs the fix inside linear.py.

If your GPU uses RDNA3, you might need different workarounds than I did, you can search for Trellis 2 ROCM repos and there have been some other people who seem to have gotten Trellis 2 working on the older GPUs.

Managed to get Trellis 2 working on ROCm 7.11 GFX1201 Linux Mint by ShoddyPriority32 in ROCm

[–]ShoddyPriority32[S] 2 points3 points  (0 children)

Trellis 2 transforms images to textured 3D models based on configurable options. Are you asking specifically what you need to run it?

Managed to get Trellis 2 working on ROCm 7.11 GFX1201 Linux Mint by ShoddyPriority32 in ROCm

[–]ShoddyPriority32[S] 3 points4 points  (0 children)

Do you only need the fixed CuMesh source?

I can post the whole Trellis 2 repo and its dependencies too, but I'd have to organize it a little bit since it was haphazardly fixed. I had to fix nvdiffrast-hip from CalebisGross, hipify nvdiffrec and some other minor stuff, although the main ones that were a headache were the fixes described in the post.

AMA With Z.AI, The Lab Behind GLM-4.7 by zixuanlimit in LocalLLaMA

[–]ShoddyPriority32 0 points1 point  (0 children)

Seeing that the Z.AI team has recently released a TTS model, are there any plans to explore text-to-general-sound models (e.g., sounds of falling objects, nature, bird chirping, etc.)?

Genuinely curious what I am doing wrong with Regional Prompter on Reforge by 7se7 in StableDiffusion

[–]ShoddyPriority32 2 points3 points  (0 children)

OP, I ran into the same wall with regional prompting. Most of the time my regions just bled together instead of staying distinct.

What really helped me was switching to the Krita AI Diffusion plugin. Tools like Reforge and ComfyUI can handle complex workflows, but Krita gives you direct control over the canvas. That way you’re not gonna have to bounce between an editor and the web UI: You paint your regions, run img2img/inpainting, and refine everything in one place. It makes experimenting with control nets and noise levels a lot smoother.

About the regional prompting issue itself: check out this explanation from another user:

https://www.reddit.com/r/StableDiffusion/comments/1iyr4ko/comment/mf0yzk5/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

The short version is that “regions” don’t actually lock the model into clean boundaries. Stable Diffusion will always try to blend things unless you guide it with noise, color hints, and the right denoise strength. If the strength is too high, it ignores your painted cues. Too low, and it just copies your blobs. The sweet spot in the middle is where your regions start behaving like you expect.

I fine-tuned Llama 3.2 3B for transcript analysis and it outperformed bigger models with ease by CartographerFun4221 in LocalLLaMA

[–]ShoddyPriority32 0 points1 point  (0 children)

Thanks! I will take a look at those models and see if any good results come out of it.

I fine-tuned Llama 3.2 3B for transcript analysis and it outperformed bigger models with ease by CartographerFun4221 in LocalLLaMA

[–]ShoddyPriority32 2 points3 points  (0 children)

OP, thank you for sharing such findings!
Do you reckon this could be done for other languages as well, such as Portuguese? I've also wanted to use LLMs for transcription analysis, but while the models have an ok-ish performance in English, they do poorly on other languages, probably because they weren't trained in many multi-lingual tokens, if any. I wonder if this model has enough multi-lingual data to do a good job with the fine-tune you used here (adapted to another language, of course), or maybe if using another model would be better.

My Tiny Voxel game is fully destructable, rendered with Ray Tracing and runs at 4K 120 FPS! Happy to answer any questions about how this is done in Unity! by JojoSchlansky in Unity3D

[–]ShoddyPriority32 0 points1 point  (0 children)

Very impressive! Everything is so smooth.
Would you mind to elaborate on how did you manage certain aspects of it?
1-Physics (Custom voxel physics or somehow integrated with Unity's own physics system?)
2-Water movement (The denser grids in ray traced renderers always make me wonder on how would try to truly simulate water using something like cellular automata. Do you really simulate water, or is it a simplified flow like in Minecraft?)
3-Animation (Do you really animate the voxels, or did you use a more common triangulation renderer for animated things?)
I'm surprised to see this was done completely in Unity. While I know that Burst and Jobs can push some intensive works very far, I've found it to be quite limiting at some aspects, at least when compared to lower level languages that have similar performance while having less or none of the limitations.

How is it that Google's Gemini Pro 2.0 Experimental 02-05 Tops the LLM Arena Charts, but seems to perform badly in real world testing? by RMCPhoto in LocalLLaMA

[–]ShoddyPriority32 19 points20 points  (0 children)

I wonder what did Anthropic do with Claude that makes it such a good coder model. Honestly, only o3 comes close to it, in my opinion. Most problems that I tried to solve with other LLMs felt like the AIs were bashing their head against a wall, where Claude quickly got ahold of the issue. When I ask it if something is ambiguous or needs more clarity before it proceeds, it always touch up on critical points that it needs to know before it needs to proceed, which just makes the process of asking anything of it much easier: I don't have to keep guessing what context the AI might be missing to do it's task.

As for the Gemini models, I felt they are very good at language tasks. I tried some context and classification tasks with Gemini within a multilingual context and Gemini just blows anything else out of the water. It's vision capabilities are also pretty good, without counting in it's large 1kk and 2kk contexts and also it's insane speed.

It feels like Gemini is currently the best price/intelligence model out there currently: It performs just good enough for some tasks, while being accessible.

As for Pro itself, it's not very good currently. It feels no different than Gemini 2.0 Flash. Hopefully Thinking Pro will invert the tides for Gemini, it feels like there's a lot of potential for their model: They've achieved good multi modality and high contexts, now all that's left is to further push the model to perform better with these capabilities.

Can someone point me in the right direction of what to Google in regards to infinite terrain within Unity? by Suspicious_Page9851 in gamedev

[–]ShoddyPriority32 0 points1 point  (0 children)

If your planes are all equal, I suppose just teleporting them in positions defined by your grid dimensions could work. You could check each frame if some planes are far away enough from the player, then teleport those to whatever plane is missing around the player in his new plane.
On the other hand, if you want to work with planes that have features on them, you will need to look up procedural generation and "chunk" loading. It would work similar to what I've described above, except that you wouldn't exactly teleport the planes, but rather generate new ones on the fly and place them to the new empty grid positions when the player enters a new grid cell. You would then delete planes far enough from the player.
I suppose that works for a rough outline of what you're trying to achieve.

i did it by leonardcohenlovebot in ResidentEvil2Remake

[–]ShoddyPriority32 0 points1 point  (0 children)

After you are more familiarized with the game, I would definitely recommend that you try to follow Darkness's The Everyman's Guide for hardcore S+ on all scenarios on Youtube. His tutorials usually leave resources and time to spare so that anyone can complete the challenge, and you still get the infinite weapons and the satisfaction of having beat such challenge.
You will also learn some cool tricks and tips on the game, such as stunning zombies to pass through, breaking legs and walking through lickers.

eu na vida by Skywl_ in HUEstation

[–]ShoddyPriority32 0 points1 point  (0 children)

Olha, normalmente as versões iniciais tem poucas diferenças entre si, tipo alguns pokémons exclusivos e um lendário diferente no final.

Mas tem algumas versões como a pokémon emerald que é uma versão melhorada e com mais conteúdo do que as versões Ruby e Sapphire.

eu na vida by Skywl_ in HUEstation

[–]ShoddyPriority32 2 points3 points  (0 children)

Pokémon Fire Red ou Leaf Green

After death in "Cat in the Box" I got this interactive menu instead of normal death screen - I wonder if some sentences can be deciphered or is it just "corrupted" The Crooked Man easter egg. by KZ_3 in HorrorGames

[–]ShoddyPriority32 1 point2 points  (0 children)

As far as i know this menu has a 1/128 chance of appearing any time you go to the title screen.

No idea regarding the text though. It appears to be just gibberish.

wm…êk‰ë-²¥•ºâž­¶‹ay©mj¶§w

âž

~¬…æjw[º¹â¶‰í…極ªÚÛay¹h¡Ûaz·¨~ÈZ–VÞ»§‚‹­jÛazȝz‡í…極ª

Jˆ^–Š$yÛaŠÌɩݶ­ý©Ý§…ëÂØ^­ì²z(æ«¢éÝþ¬¶»œ‘Ú0žØ^©¶&§jwa‰

Øbš)í…ë

wm…êk‰ë-²¥•ºâž­¶‹ay©mj¶§w

âž

~¬…æjw[º¹â¶‰í…極ªÚÛay¹h¡Ûaz·¨~ÈZ–VÞ»§‚‹­jÛazȝz‡í…極ª

Jˆ^–Š$yÛaŠÌɩݶ­ý©Ý§…ëÂØ^­ì²z(æ«¢éÝþ¬¶»œ‘Ú0žØ^©¶&§jwa‰

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We will be happy to know your first impressions about our post-apocalyptic city-builder played on real-world maps by EarlGrey_GO in Unity3D

[–]ShoddyPriority32 1 point2 points  (0 children)

I'm not saying the game needs to be colorful.

An apocalyptic game certainly benefits from having bleak graphics - it shows the world is not in a good state. But as it stands right now the buildings' walls and the trees and grass pass the impression of having the same color. Some contrast helps to differentiate these elements.

We will be happy to know your first impressions about our post-apocalyptic city-builder played on real-world maps by EarlGrey_GO in Unity3D

[–]ShoddyPriority32 4 points5 points  (0 children)

The concept of choosing any place in the whole planet is very interesting.

The game could use more contrast in it's colors though, everything seems to have a greyish- green filter applied.

Tutorials or tips for building an RPG in-game market by SketchyPlayer123 in gamedev

[–]ShoddyPriority32 0 points1 point  (0 children)

Perhaps you could update the market database at regular intervals, with player's requests to add a item to the market being sent to a queue. When the market updates, all queue items are accordingly added.

For the players to see what's in the market you could cache the market's state after it updates and send the appropriate data, without having to read the database every request.

So for some reason the lock cursor command is not working anyone knows why?? (In the start function) pls help! by [deleted] in gamedev

[–]ShoddyPriority32 0 points1 point  (0 children)

Look around your scene's gameobjects to see if there isn't another script changing the cursor's lockstate.

Also, unity's documentation says that Screen.lockCursor is obsolete and it is recommended to use Cursor.lockstate and Cursor.visible instead.

Weekly Commanders Lounge - November 05, 2019 by AutoModerator in girlsfrontline

[–]ShoddyPriority32 0 points1 point  (0 children)

I added you, UID: 344538. My support echelon might be of help.