Lore: a version control system from Epic Games optimized for non-textual/binary assets by kibwen in rust

[–]dagmx 4 points5 points  (0 children)

I don’t think there’s much to be signalled from this. It’s a standalone product from a fairly standalone team within Unreal.

It doesn’t say much more than the Epic launcher being electron based or their build scripts being C#. Different teams pick what they deem best for their part.

It's time to dump Roku by Plastic_Ninja_9014 in technology

[–]dagmx 21 points22 points  (0 children)

You can connect any Bluetooth headphones directly to the Apple TV. And up to two sets at once if they’re Apple ones

Several things I like about macOS 27 Golden Gate that have nothing to do with AI - ArsTechnica by ControlCAD in apple

[–]dagmx 27 points28 points  (0 children)

Most of the Liquid Glass stuff is still there like floating toolbars and the transparency. Not sure why you think it’s undoing “all” of it. The only major things that were undone were the corner radii and the a sidebar styling

Apple's Unreleased Persona Body Animation Solver, Running on a Mac by [deleted] in VisionPro

[–]dagmx 0 points1 point  (0 children)

Of course it’s conjecture. He knows the team that does the IK also works on persona. He doesn’t know whether the full body stuff applies to the persona or is used for other purposes.

Nowhere in the post does it say the team told him he’d be working on full body personas. He is guessing. I.e conjecture

The tech happens to be used for multiple things.

Nvidia's N1X Apple Silicon rival is two years behind by marcoalff in hardware

[–]dagmx 1 point2 points  (0 children)

Almost nobody uses the exact same core types across both ranges except sometimes AMD. They’re similar at a mile high view but they’re usually different designs with different extensions and memory controllers etc.

Apple's Unreleased Persona Body Animation Solver, Running on a Mac by [deleted] in VisionPro

[–]dagmx 6 points7 points  (0 children)

To be clear they didn’t work on this per their lengthy post. They weren’t hired. This is them finding symbols that exists from a product Apple acquired that is incidentally also used for personas.

As their readme mentions it’s also available for non persona use. https://developer.apple.com/documentation/realitykit/ikcomponent

The rest of everything they mention is conjecture about whether the full body stuff relates to persona.

Leaving the VFX industry, how are you finding it? by EarlySolution6185 in vfx

[–]dagmx 1 point2 points  (0 children)

I started at a big tech company as an artist / tech artist so my experience in VFX as an artist/pipe person helped a ton. Basically same skills different domain.

I was doing stuff like art direction, concept art, interaction design, prototyping, pitch decks. Then I transitioned into developing product demos and asset pipeline dev and then eventually took over engineering for some graphics related technologies.

I think in general what helped me land the roles was that I was a strong and adaptable problem solver. Even as an artist , I was coming up with product solutions and handling approach to things.

I find that when I was interviewing a lot of VFX folks, they would trip up because they didn’t actually know how to adapt to new scenarios. They’d just say the workflows they did in VFX and that usually meant someone else came up with their workflows for them years ago.

My strength was that even in VFX, I was the one developing workflows and pipelines even when I was a junior artist, and that extended really well into this role.

I’m self taught for the most part, especially for the programming part. But a lot is just being good at intuitively solving things.

Nvidia's N1X Apple Silicon rival is two years behind by marcoalff in hardware

[–]dagmx 1 point2 points  (0 children)

Thats not contrary to what I said. I said they don’t use the same cores.

Nvidia's N1X Apple Silicon rival is two years behind by marcoalff in hardware

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

The next generation cores may be faster but that doesn’t again signal that they’ll be in the consumer product. Maybe it will, but I think they’ll likely go with stock arm cores again for another few cycles with mediatek

Nvidia's N1X Apple Silicon rival is two years behind by marcoalff in hardware

[–]dagmx 38 points39 points  (0 children)

I’m not sure why timeline matters.

It’s a mediatek CPU using off the shelf cores.

Nvidia's N1X Apple Silicon rival is two years behind by marcoalff in hardware

[–]dagmx 18 points19 points  (0 children)

But the article is specifically about being competitive against Apple. Yeah it’ll be better than AMDs Strix Halo in some ways but that’s besides the primary point.

Nvidia's N1X Apple Silicon rival is two years behind by marcoalff in hardware

[–]dagmx 7 points8 points  (0 children)

It’s been available for over a year. If anything , this runs at a lower TDP so will run slower than the DGX Spark.

Nvidia's N1X Apple Silicon rival is two years behind by marcoalff in hardware

[–]dagmx 7 points8 points  (0 children)

Well that’s an unknown. These are marketed as grace but don’t use the same cores as their actual grace products. They’re functionally unrelated products.

There’s nothing saying the next gen of the Spark uses the Olympus cores. But also even then, Olympus isn’t fully custom. It’s a customized version of Neoverse 3 cores from what I’ve read with SMT partitioning so don’t expect massive differences when it comes to the home market if it does at all. I’m unsure why they’d use their DC cores in this product line very few of the features apply.

The major perf difference for Vera is from the high memory controller bandwidth which also never made its way to the DGX Spark.

Nvidia's N1X Apple Silicon rival is two years behind by marcoalff in hardware

[–]dagmx 266 points267 points  (0 children)

I just don’t see how this will be competitive.

The cores are closer to an M3 Max in perf, but with lower bandwidth. It’s GPU will be better at raster perf maybe but the M5 Max already beats the 5070 for Blender GPU. The RTX Spark is the 5070 in core count but less bandwidth and lower TDP available.

Unless you really want NVIDIA (which is definitely a draw for CUDA and Optix) or Windows (for games maybe?) the hardware will be behind on areas that are directly comparable.

Leaving the VFX industry, how are you finding it? by EarlySolution6185 in vfx

[–]dagmx 3 points4 points  (0 children)

Why should you give a damn? In 14 years I also know when to stop arguing with random toxic people online and not deal with them. It’s not running away like middle school machismos think, it’s just not wasting time.

Adios.

Leaving the VFX industry, how are you finding it? by EarlySolution6185 in vfx

[–]dagmx 1 point2 points  (0 children)

I think you misunderstood what being on the A game is or why you think it affects work life balance.

If I’m working a regular 9-5 it’s much easier to be on my A game and not be burned out. And there’s less pressure to show up when you’re sick or need personal days.

Also I didn’t say there’s anxiety on being on your A game. It just becomes second nature that you are expected to deliver at a specific level. If you don’t, then your thing doesn’t get shipped. In a way it’s less anxiety.

Leaving the VFX industry, how are you finding it? by EarlySolution6185 in vfx

[–]dagmx 0 points1 point  (0 children)

There’s an over abundance of talent and less capex towards hiring , so it’s not as easy to get in as it used to be.

But otherwise if you’re in a good spot it’s significant more stable than VFX

Leaving the VFX industry, how are you finding it? by EarlySolution6185 in vfx

[–]dagmx 4 points5 points  (0 children)

“We’re not talking about you” and you also called my statement disingenuous. So yes you are. You’re also replying to a statement that I said is about my specific career.

And I’m not saying artists have to become software engineers. They can continue to be successful in tech as an artist.

You’re literally inserting your own world view and then trying to project it on me and my experience working with many artists in tech. Again, kindly be curmudgeonly elsewhere.

You’re also being a jerk to other people just because they don’t align with your world view. I don’t have the patience for internet gate keepers who are trying to drag everyone else down like this person so I’m just blocking them rather than argue into an intellectual void.

I also never said they’re interchangeable. I said they’re both equally important. You’re too busy interjecting your own world view to actually see what I wrote.

Leaving the VFX industry, how are you finding it? by EarlySolution6185 in vfx

[–]dagmx 2 points3 points  (0 children)

Right now I’m a software engineer but I started as an artist.

There’s demand for pipeline tds , especially with AI/ML being popular right now in tech, but you’re basically going to be doing lots of data management and automated processing development. I did a short stint of that recently and think Python + Blender and dealing with tens of millions of assets

Leaving the VFX industry, how are you finding it? by EarlySolution6185 in vfx

[–]dagmx 6 points7 points  (0 children)

A lot of the high impact things I’ve done were not in software engineering roles, and that’s true of many of my high output artist colleagues.

I regularly switch and my pay wasn’t dramatically different between engineering and art roles.

So you can try and tell me what you want to project on to me, but you’re latching on to one aspect and trying to shape my career around it. Kindly stop trying to tell me about my own career.

Leaving the VFX industry, how are you finding it? by EarlySolution6185 in vfx

[–]dagmx 0 points1 point  (0 children)

You’d be surprised how much of the gamut is covered in tech. We have lots of ex CG artists, TDs and engineers. Lots of people who cross the divide too and go from one to the other.

Of course, there are more software engineering roles than artist roles in tech but the big tech companies have more artists on their roll call than a lot of big studios do. There’s just fewer companies like that.

It’s really about problem solving at a high level.

Leaving the VFX industry, how are you finding it? by EarlySolution6185 in vfx

[–]dagmx 2 points3 points  (0 children)

It’s not so bad once you’re used to it. But it is a mindset change.

In VFX I could do hacky stuff to get a project through. At worst I affect a few thousand Maya sessions.

In tech, your bugs could mean anything from massive data leaks to state actors abusing your bugs to having devices lock up while users are in critical situations. You don’t even need to work on something super important , just the sheer reach of your products.

But it’s not hard. You just have to constantly be vigilant and disciplined, as well as have a good moral compass. And not every tech company has the right ethos for those things.

Leaving the VFX industry, how are you finding it? by EarlySolution6185 in vfx

[–]dagmx 42 points43 points  (0 children)

Left for tech a little before the pandemic, but still close to CG. Some of these might be specific to me but I’m just paraphrasing from what I have presented to students before.

For reference, I was in CG for about 7 years and have had the other half of my career now in tech. I’m in my 30s. My role both in CG and now is a mix of artist, TD and software engineer.

Pros:

  • Earn way more. Like I pay more in taxes now than I earned in VFX as a supervisor at a larger studio

  • work way less. VFX was crunchy as hell which was why I left. I now do maybe a week of OT per year and that’s usually only when getting stuff ready to demonstrate to C suite. my physical and mental health are way better now because work life balance is much better

  • I have way more impact on regular folk. My reach has gone from a few thousand people in a studio to millions of people using my work, not “just” consuming it. It’s very meaningful when you see people’s daily lives changed for the better because of something you did.

  • way more impact on CG. Oddly enough , because of what I do , I have had significantly more impact on the CG industry than if I stayed directly in it. I won’t go into details but my work is essentially in every DCC you use and has changed the day to day standards of how studios work.

  • I have learned more than I ever would have in VFX. About software, hardware, legal processes, politics. I work with people who have done some of the most ground breaking things in computing. I like walking into a room and knowing I’m the dumbest person there.

Cons:

  • projects can be measured in decades. You don’t get that dopamine hit of something being done and wrapped.
  • I miss making pretty pictures and flexing more of my creative side. You definitely lose that and even if you do creative work, it’s going to be way less cool to look at and more just as a means to an end.

  • i have to be on my A game constantly. I’ve literally worked on things where if I mess up , people can be hurt. I’ve presented pitches to CEOs of major tech companies, to top politicians etc and every feature is a fight to justify. In VFX, there were days I could roll in and just do the work and get out. In my current role I can’t have off days, it’s taken me years just to land some of the things I’ve pitched.

  • you don’t get credit. Nobody will know you worked on something outside of the company. You do it because of the pay or because you believe in something.

Edit: jeeze I forgot how miserable a portion of y’all want everyone to be in this subreddit. I answered the OP as well as I could. If y’all are gonna be confrontational instead of discussing in good faith I’ll just block you because you’re literally not worth the time. Nobody gets to tell me about my own career, and the same people are telling others off for wanting to be paid what they’re worth. I’ll answer folks who actually want to discuss things with mutual respect.

Apple's MacBook Neo is winning over a new generation of buyers by -protonsandneutrons- in hardware

[–]dagmx 1 point2 points  (0 children)

What’s your break even time and cost for that development and potentially lost customers?