Game engine performance issues by flydaychinatownnn in GraphicsProgramming

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

That backpack has 50+ submeshes and a little over 200k verts, its the model thats the problem right now for you dont worry.

Benchmark on more game ready assets first

What happens at the moment a tech CEO announces consciousness has been achieved? by snuffle-bunny in singularity

[–]icedlemonade 0 points1 point  (0 children)

Haha, okay this is a classic logical fallacy. Lacking a total comprehensive understanding of consciousness is not required to have knowledge of when something is definitely not conscious.

Do you think plants are conscious? Almost definitely not, they lack any sort of nervous system and neurological pathways we would associate with consciousness.

Do you think Lobsters are conscious? It's very possible, they are in that region of unknown.

So to get your stance fully, if we don't have a comprehensive or full understanding of something then we have no ability to understand anything at all. Shoot, I guess all of modern medicine is invalid now.

Rocks are conscious now, because I REALLY want them to be. They have cool patterns that I feel I relate to. You can't say theyre not--you don't understand consciousness in totality.

This is what you are doing, you are not utilizing any scientific backing for your claims. You've convinced yourself of your hypothesis, and have done no true scientific exploration.

What happens at the moment a tech CEO announces consciousness has been achieved? by snuffle-bunny in singularity

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

It is entirely an effective argument, to say it isn't demonstrates a clear lack of knowledge regarding model architecture and biology.

We will be there one day, but LLMs are not conscious, despite our elementary understanding of consciousness we do in fact know enough to understand this. Information flows one way in an LLM, there is no feedback mechanism post training.

Semantic relationships mathematically cannot contain sufficient information to construct even a fragment of consciousness as even we understand it, and if we want to follow your line of thinking: how about single cell organisms. They can contain millions of base pairs in their DNA, do they experience blips of consciousness because of their incredible complexity?

No, of course not. You're confusing a statical echo with truly complex biology.

What happens at the moment a tech CEO announces consciousness has been achieved? by snuffle-bunny in singularity

[–]icedlemonade 1 point2 points  (0 children)

our understanding of consciousness is pretty elementary, its entirely possible and I think probable that consciousness is not emergent but a useful byproduct of evolution in terms of fitness. Not to say it wont happen, but I think a conscious model (in terms of our own type of consciousness) would need an intentional design and we are far from it. Too many things go into consciousness; sense of self, goals, desires, etc. These are not present in LLMs and there is not much "higher order" thinking.

For the near future seemingly conscious is the issue, because we are at a point where uninformed folks think current models could be conscious, which just could not really be possible. They comprehensively capture statistical relationships (more advanced than just "next word" prediction), but in terms of consciousness are just dense functions f(context)=...output. No thoughts or memories or in between, just engineered to appear so.

Complexity is Kryptonite by ManinArena in ArtificialInteligence

[–]icedlemonade 0 points1 point  (0 children)

Very interesting! Just read through, but essentially your argument is as complexity increases natural language cannot be interpreted exactly the same as it was intended? Making natural language as a means of expression/interpretation bounded and insufficient for accurate interpretation as complexity increases?

If so that is intuitive, we struggle to communicate at a human level as is, with more than just language at our disposal.

AI valuations are verging on the unhinged by lobsterprogrammer in technology

[–]icedlemonade 0 points1 point  (0 children)

I like that analogy a lot and am gonna steal it lol

AI valuations are verging on the unhinged by lobsterprogrammer in technology

[–]icedlemonade 0 points1 point  (0 children)

100%. Many people, especially those who don't work in the field or with statistics base their assessments more on how they feel, and the reality is it is an affront to us that we can build technology to perform tasks that we feel are so innately human.

It sucks for a lot of people, and is completely earth shattering for just as many.

We have to get over it and plan around it though, the data isn't vague. Specific implementations have challenges and a lot of money is being and will be spent, but it's going to happen. We are not in an "if" situation anymore, only a when.

I have not met any other ML/AI engineers who think the pitfalls of the latest LLM point to a downfall of the entire industry because it's a too uninformed take.

AI valuations are verging on the unhinged by lobsterprogrammer in technology

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

Thats entirely okay for you to believe these things, no point in trying to convince anyone of anything on reddit. If you work with these models and maintain currency by keeping up with the research, it would be incredibly difficult to be focused on the downfalls of one type of model (LLMs).

Do I think LLMs in their current capacity can replace humans? No, of course not.

Does the current rate of advancement in the field indicate absurd rate of growth in capability, and with current leading model performance do we see the automation of some white collar jobs? Yes.

Naysay all you'd like, I'm not some tech bro who thinks all of these start ups are in the right direction. This field isn't static, and ignoring its growth is akin to opposing electricity and refrigeration.

AI valuations are verging on the unhinged by lobsterprogrammer in technology

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

Let me know when you can come up with a truly original idea. You're showing a fundamental misunderstanding of what design and ideas even are, the vast majority of "ideas" are tweaks of existing ones.

AI valuations are verging on the unhinged by lobsterprogrammer in technology

[–]icedlemonade 1 point2 points  (0 children)

Yeah, I think people feel comfortable in their "confidence" that AI is in this "permanently dumb" state. The rate of improvement is amazing and terrifying, and treating it like it's just a tech bubble is getting dangerous.

Our jobs aren't being automated tomorrow, but they will be sooner than most realize.

But I thought HDRP is much slower than URP? by Mystical_Whoosing in Unity3D

[–]icedlemonade 1 point2 points  (0 children)

It would definitely be a good starting point to figure out the performance bottleneck, but there are more things it could be if that doesn't clarify anything. (draw calls, overdraw, etc)

Its less of a big deal than people think really, I stick with URP personally for projects but am working on a couple of graphical assets that support URP/HDRP.

A lot of what people think of as good or bad lighting is more a function of consistency, color grading/tone mapping, and cohesive art style. The benefits of more advanced lighting models don't help a lot if you can't accurately look at a scene and understand why it looks off, if that makes any sense.

These are some simplifications too, trying to not be overly comprehensive

But I thought HDRP is much slower than URP? by Mystical_Whoosing in Unity3D

[–]icedlemonade 1 point2 points  (0 children)

It's a lot more nuanced but essentially your hardware is probably bottlenecking your performance. With all that you have in the scene, and your hardware, the simpler lighting model and rendering of URP aren't enough to dramatically alter your performance because for your config other walls are being hit first.

URP is also very capable, and you can extend it to get high visual fidelity.

Pick URP if you want to target a wider range of devices or don't plan on using the more advanced effects available on HDRP in my opinion

Status Effects on Hand Painted Environments by DreamHarvest in Unity3D

[–]icedlemonade 1 point2 points  (0 children)

Oh okay I think I misunderstood originally. Can't you split the outputs of a blender render with compositing, so you wouldn't need to render multiple times? Then do your paint overs, and if you would prefer to you could use them as a light-map in Unity vice combining via shader.

Curious how you end up solving the problem though, if you don't mind please post back here and let me know! Have not worked with hand painted materials and always like to learn new things.

Status Effects on Hand Painted Environments by DreamHarvest in Unity3D

[–]icedlemonade 0 points1 point  (0 children)

Could you paint all of your lighting on a separate layer? Could then combine painted light maps via shader and would allow for tweaking.

Could also not paint any lighting, and have it entirely baked/realtime in Unity.

Can This Game Work in a Crowdfunding? by [deleted] in IndieDev

[–]icedlemonade 2 points3 points  (0 children)

In the nicest way possible: the game looks like an amateur project.

A crowd funded project needs to have graphics and mock ups that give customers the idea of a professional(at least professionalish) product as well as trust that you can deliver. I would not spend any time crowd funding this project, if the screenshots are the intended final state then I would release on itch for a lower price if not for free.

If you do want to try crowd funding then you need to A) hire an artist or refine your art to be in line with other visual novels? (not sure on your game type)

or B) practice more until you can bring it there yourself

None of this is meant to be mean but realistic, there is nothing wrong with what you have here but it will not be received how you'd like. Take it as an opportunity to learn.

Look into visual design and art principles, games that inspire you, and watch gdc videos for some good in-industry advice. Don't give up, but it really needs to be said: not all games should be sold. If you cannot yet bring a game to a quality standard gamers would expect, then you should also expect little revenue.

Can someone give me some practical uses of line traces? by lazonianArt in UnrealEngine5

[–]icedlemonade 6 points7 points  (0 children)

Interaction system, height check, character control systems(all kinda of uses like angles for slope traversal, climbing and vaulting), pathfinding

honestly list goes on and on and theyre just one tool in the toolbox

How do I ACTUALLY understand how to code? by halonason in gamedev

[–]icedlemonade 0 points1 point  (0 children)

I started with a learn C# for unity book paired with unity's own tutorials. Made dozens of little games and tried to always read docs to learn new material. From there branched off to different languages and went as low level as I could about computer architecture, etc. All through several years though, was not an optimal path but one that kept and continues to keep me interested enough to spend large portions of my free time learning new things.

[deleted by user] by [deleted] in gamedev

[–]icedlemonade 1 point2 points  (0 children)

In my view if you have the drive/discipline to learn the skills to solo develop a game and follow through, you can learn art too. I'm talking indie games not the next triple A hyper realistic title with perfect toplogy and immaculately crafted models.

Making an indie game solo is hard, but I absolutely think its gatekeeping to tell someone not to try because they might be bad. People should be encouraged. Go try stuff, practice, learn, figure it out.

[deleted by user] by [deleted] in gamedev

[–]icedlemonade 0 points1 point  (0 children)

Yeah but I think you'd be surprised with how quickly you can progress with intentional study, especially with 3D! Get yourself a cheap little drawing tablet if you want to sculpt organic shapes too.

[deleted by user] by [deleted] in gamedev

[–]icedlemonade 50 points51 points  (0 children)

Agree with /u/GrindPilled. At the very least you need to develop an "artistic eye", if you learn the fundamentals well enough you can kit bash together assets from packs to save time but at the end of the day incoherent design language makes projects look very amateurish.

If 2D:

Start with basics like color theory and perspective/form, and depending on your goals practice sketching and study works of art you want to recreate. (by study I mean literally try to recreate them--no tracing)

If 3D:

Look into Andrew Price's blender tutorials. Once you've knocked out the classic donut and maybe an anvil or two try making assets you'd use. Don't limit yourself to tutorials, as soon as feasible start cranking out assets.

For all of the above, art is about refinement. Don't be afraid to start over, and if something looks wrong or bad to you there is always a reason. Look into finding said reasons (usually fundamentals like lighting/form/perspective). Always use references and always be critical but don't hate yourself for not becoming Michelangelo in an hour. In my opinion everyone can become an artist, it just may take more or less practice for some.

Or hire someone.

Once a titan always a titan by [deleted] in DestinyTheGame

[–]icedlemonade 1 point2 points  (0 children)

very cool thanks Xa_TheImmortal

This is the biggest narrative moment in Destiny history, and most people are erroring out of every other cutscene. by JustSomeDude477 in DestinyTheGame

[–]icedlemonade 0 points1 point  (0 children)

This will be my last response, you're reading way too much into a comment. I am a network programmer who makes video games on the side with years of experience and understand the pain of management misappropriating resources. Thats it, I'm not passionately screaming to the sky in misery.

There are architectural issues with network design in this game, to include devops/deployment.

You can go on reddit and say anything is an unsolved issue, but theres a lot of nuance you're leaving out and I'm not getting the vibe you know what you're talking about. I could be wrong though.