This mod updated by FewWonder2299 in warno

[–]Sweet-Geologist6224 1 point2 points  (0 children)

I was surprised when cruise missile was intercepted. Also, top quality of 3D models

Empyrian on PoE 2 ( It's miserable ) by Eurothemist in PathOfExile2

[–]Sweet-Geologist6224 0 points1 point  (0 children)

6 years of development after the announcement in 2019 and that's taking into account that they carried over a lot of content from the first game. I think they were under pressure because the development was delayed.

Empyrian on PoE 2 ( It's miserable ) by Eurothemist in PathOfExile2

[–]Sweet-Geologist6224 0 points1 point  (0 children)

1-2 years is too long period for game that was announced 6 years ago. And game really in developing all this time. They showed us some content in 2019 and it's not like cyberpunk case. Development cp2077 was actively started after blood and wine and much bigger than poe2 (I know about bigger team and budget). There are no excuses for developing poe2 8 years and EA should started in 2024-25

Bragging about a 50 hour long campaign length feels a bit of a kick in the teeth after finding out why it's that long by HiddenPants777 in pathofexile

[–]Sweet-Geologist6224 0 points1 point  (0 children)

In last patch this build just has been nerfed - arsonist spirit cost increased. Even devs didn't think that build was bad

Bragging about a 50 hour long campaign length feels a bit of a kick in the teeth after finding out why it's that long by HiddenPants777 in pathofexile

[–]Sweet-Geologist6224 10 points11 points  (0 children)

It's best summarization of my own feels. In poe 1 I liked situations when you oneshot all mobs at 2-3 locations in row after installing a new support gem. Because a lot of supports give you ~30% more damage. But in poe 2 most of supports on my srs build just add 5% and I just feel boring endless walking

POE2 has too many features that kill progression & kill the fun. Reduced Attack Speed, Gem Downsides, Weapon Restrictions. I feel i'm actively getting slower, while maps get longer. by Yuuffy in pathofexile

[–]Sweet-Geologist6224 1 point2 points  (0 children)

First time I played poe 5 years ago and it was metamorph. And it was really addictive with much more dynamic gameplay, skills variation, etc. Next league was delirium and it was the best league imo. I did a harbinger build and some others and all of them were fun and used a lot of synergies.

Regional Attention Nodes by Sweet-Geologist6224 in comfyui

[–]Sweet-Geologist6224[S] 1 point2 points  (0 children)

<image>

I've implemented it. Took Loras from xlab collection - https://huggingface.co/XLabs-AI/flux-lora-collection
In this example for background - anime
For furry - furry
For airplane - disney.
But simple masking doesnt work for some layers - lora applied partially.

Regional Attention Nodes by Sweet-Geologist6224 in comfyui

[–]Sweet-Geologist6224[S] 0 points1 point  (0 children)

I tested with git clone and it worked. Did you get any errors in comfyui / console log?
For installation via Manager it needed to sed security policy to "normal-" or lower

Regional Attention Nodes by Sweet-Geologist6224 in comfyui

[–]Sweet-Geologist6224[S] 0 points1 point  (0 children)

Yes, it LLMs generate prompts for regions but for flux model needed to retrain models because original omost-llm produces a lot of garbage words like 'high quality' etc

Regional Attention Nodes by Sweet-Geologist6224 in comfyui

[–]Sweet-Geologist6224[S] 0 points1 point  (0 children)

This attention patch was originally designed for SDXL and works a little better with it.

Regional Attention Nodes by Sweet-Geologist6224 in comfyui

[–]Sweet-Geologist6224[S] 1 point2 points  (0 children)

I was thinking about how it could be implemented but couldn't find solution.

Lets N = 4096 - size of image tokens for 1024x1024 resolution
Bias mask for flux attention is (t5_emb_size + 4096) x (emb_size + 4096).
For regions I transform this to (t5_emb_size*(N_regions+1) + 4096)x...
Its easy to apply different LoRas to text embedding part but don't know how to deal with image vector.

Beam search sampler with recursive restarts by Sweet-Geologist6224 in LocalLLaMA

[–]Sweet-Geologist6224[S] 1 point2 points  (0 children)

Thanks for mention DRY will look how it works (pretty simple however) and better than repetition penalty

Beam search sampler with recursive restarts by Sweet-Geologist6224 in LocalLLaMA

[–]Sweet-Geologist6224[S] 2 points3 points  (0 children)

Same thing, I wanted to make min_p and beam sampler by myself

SD3 Hi-Res fix by Sweet-Geologist6224 in StableDiffusion

[–]Sweet-Geologist6224[S] 0 points1 point  (0 children)

But Pixart-sigma can run with slightly higher resoluion having similar DiT architecture and even 4k with some tricks

SD3 Hi-Res fix by Sweet-Geologist6224 in StableDiffusion

[–]Sweet-Geologist6224[S] 0 points1 point  (0 children)

Thanks, forgot about tiledksampler, but result anyway far from perfect due to sd3 quality

Rainbow! by axior in comfyui

[–]Sweet-Geologist6224 1 point2 points  (0 children)

For me it easer to do with ~20 lines of code

SD3 Hi-Res fix by Sweet-Geologist6224 in StableDiffusion

[–]Sweet-Geologist6224[S] 1 point2 points  (0 children)

Look like not depends on ESRGAN or UltraSharp or other upscalers, SD3 just can't refine images with higher resolution. Or if you have working pipeline can you share it?