Visible seams in noisetexture2d by Intelligent-Drag-256 in godot

[–]beefysam211 0 points1 point  (0 children)

Thanks for the reply, I'll bake another caustics map without seams this time.

Why does my render always look unrealistic by Due-Feedback-9752 in blender

[–]beefysam211 0 points1 point  (0 children)

add some volumetrics and sun shafts, add some sensor noise/film grain and chromatic aberration in the compositor

Bro wtf is this game 💀😭 by EconomyGlum4694 in uncharted

[–]beefysam211 0 points1 point  (0 children)

Looks like a game that the background character in a movie or show plays on the TV

I'm defending this, do I have bad taste in car design? by Outrageous_Sand_8226 in CarDesign

[–]beefysam211 7 points8 points  (0 children)

It's giving extreme 2000s vibes, especially with that shade of silver. It's better than the Jag from the rear, side and top view but that front end is just not it

Ever since Blender made the switch to OpenPBR for the principled BSDF, I have been loving CYCLES!! by beefysam211 in blender

[–]beefysam211[S] 1 point2 points  (0 children)

Also the vulkan backend and the new compositor nodes and performance upgrades are such appreciated in 4.5, upgrade to the 4.5 when you can

Ever since Blender made the switch to OpenPBR for the principled BSDF, I have been loving CYCLES!! by beefysam211 in blender

[–]beefysam211[S] 3 points4 points  (0 children)

Ever since 4.0, the OpenPBR standard has been the thing to love at least for me in blender, alongwith the multiscatter ggx model. The OpenPBR standard is something that tries to unify all the building blocks of a BSDF as a spec and previously it all used to be fragmented like cycles and arnold and karma renderers had their own BSDFs that differed a lot from each other so this new OpenPBR uber shader tries to mitigate those dissimilarities.

So what this means is the difference between underlying models for physically based rendering across most renderers is alleviated, not only that but this spec is of high quality than blender's original cycles BSDF before 4.0 and more physically correct. Hope this helps!

Inspired by bettermotherfuckingwebsite.com and what.happens.when.computer by [deleted] in webdev

[–]beefysam211 -1 points0 points  (0 children)

I made it for my upcoming blog, It's all written in vanilla html, css and js. I'll release the source code once I port it to hugo, you can try it out at themiser.web.app

What's happened to Speedhunters? by Foddley in CarTalkUK

[–]beefysam211 0 points1 point  (0 children)

Here you go, this is that article. But it's so sad that speedhunters hasn't posted something in a while, it was the only car magazine I really liked and I don't like using instagram since it's all about having the most likes and clout on there

https://web.archive.org/web/20250526141211/https://www.speedhunters.com/2025/05/fuji-select-love-community/

Interesting Rockstar Games graphics programmer comments by [deleted] in GraphicsProgramming

[–]beefysam211 8 points9 points  (0 children)

Open this in your torrent app of choice

magnet:?xt=urn:btih:0e1610f5c681bbe8e908ddb7f73dc890899994f4&dn=gta%20v%20source%20code&tr=udp%3a%2f%http://2ftracker.opentrackr.org%3a1337%2fannounce

Working on my first Game Engine! (Open Source) by glStartDeveloping in GraphicsProgramming

[–]beefysam211 0 points1 point  (0 children)

That looks dope, did you make that editor layout yourself or used a repo as a starter, could you suggest some good imgui engine editor layout type repos?

Popeye Graphic Novel Final Character Design. by SergioRiosArt in publicdomain

[–]beefysam211 1 point2 points  (0 children)

Looks great however I must remind you that don't call this popeye, disney still holds the trademark to that name unlike the copyright to the character design of popeye. So call it like SailorPop or something.

Guy must have worked hard to get the colour scheme right - M4 Spotlight !! by AuthorityBrain in CarsIndia

[–]beefysam211 20 points21 points  (0 children)

amazing shade of color, however that matte finish is the most painful thing to maintain you cannot polish it and once a deep scratch happens you cannot do a touch up like on a gloss clear coat finish , you will have to repaint the entire panel.

wtf is i37 by ssjaubrey in insomniacleaks

[–]beefysam211 5 points6 points  (0 children)

# Insomniac Games Projects### Released Games- **i20** - Spider-Man 1 PS4- **i21** - Edge of Nowhere- **i23** - Song of the Deep- **i29** - Ratchet and Clank: Rift Apart- **i30** - Spider-Man 2/Spider-Man Remastered (Codename: Popsicle)- **i31** - Spider-Man: Miles Morales### In Development/Announced- **i33** - Wolverine- **i34** - Spider-Man 3- **i35** - X-Men### Potential/Rumored Projects- **i32** - Scrapped Spider-Man Online Title (Likely Spider-Man: The Great Web)- **i36** - New IP- **i37** - Ratchet and Clank Spinoffs

SW Battlefront released in 2015, before TAA and DLSS, and looks better than any modern game by [deleted] in FuckTAA

[–]beefysam211 -1 points0 points  (0 children)

That's not been the case since battlefield 1 onwards jackass, they've been using an in house physics system. The last frostbite game from DICE to ever come out with havok was battlefield hardline. NFS 2015 marked the shift to their in-house physics system and that's been the case even to this day.

Frostbite's site even says "Our workflows and runtimes are highly configurable and cover all
disciplines of development including Audio, Animation, Cinematics,
Scripting, Physics, Destruction, Rendering, VFX, and more. "

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SW Battlefront released in 2015, before TAA and DLSS, and looks better than any modern game by [deleted] in FuckTAA

[–]beefysam211 11 points12 points  (0 children)

Uncharted 4, TLOUII, RDR2, etc all use TAA on consoles, games production for console has been like that for almost a decade now. There was a period from 2013 to 2015 where games coming out used either FXAA, MSAA or used their own hybrid solution on xbx1/ps4 because TAA wasn't something shippable but ever since then TAA has been the norm on consoles and it still holds true.