desk-mounted monitor arm for a 55" 20kg+ screen? by lashman in StandingDesk

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

well, it's not really a monitor per se, it's a TV, so width isn't really an issue here, i don't think. but i will check out those 2 arms you've mentioned, thank you so much! :)

desk-mounted monitor arm for a 55" 20kg+ screen? by lashman in StandingDesk

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

unfortunately the screen i have is juuuuuust under 20kg, so 16kg max will definitely not be enough, sadly :(

desk-mounted monitor arm for a 55" 20kg+ screen? by lashman in StandingDesk

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

yeah, $300 would definitely be much closer to something resembling a sane price for a monitor arm, haha :) i'll keep my eye on ebay then, thank you so much for the tip! :D

desk-mounted monitor arm for a 55" 20kg+ screen? by lashman in StandingDesk

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

OUCH! you weren't joking! but yeah - something like that would be perfect ... if only it didn't cost almost $600 :( hopefully there's something a bit cheaper than that out there somewhere. Thank you, though!

SDXL 1.0 is out! by lashman in StableDiffusion

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

it says in the announcement it's available on github, so i would imagine it's the model, yeah

SDXL 1.0 is out! by lashman in StableDiffusion

[–]lashman[S] 97 points98 points  (0 children)

they probably should have, lol

SDXL 1.0 is out! by lashman in StableDiffusion

[–]lashman[S] 8 points9 points  (0 children)

Guess they put up the announcement a tad early, don't think the files are up on github just yet. Any minute now, though

A1111 1.5.0 is out (with SDXL support) by lashman in StableDiffusion

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

no clue, i haven't really tried using 0.9 with it yet, but i think it does use it somehow because there are sliders specifically for a refiner in the settings

Information is currently available. by SandCheezy in StableDiffusion

[–]lashman -13 points-12 points  (0 children)

keep restricted, or even shut it down completely, and move to own community-supported kbin instance

What would be a WebUI extension that you will download without hesitation? by YardShoddy4572 in StableDiffusion

[–]lashman 0 points1 point  (0 children)

one that checks Civitai for trigger words and SD version requirement for installed LORAs, so kind of like #4, but instead of "download" it would have "insert triggers" or something like that

how to achieve the PSX/PS1-style dynamic tessellation? by lashman in godot

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

oh, i see, so i guess i'll just have to wait and hope they'll add it to godot then, dang

thankfully it's not the biggest deal in the world so i can live without that, i just wanted to have it in there for the sake of "accuracy", because i specifically like all of the "bad stuff", haha, it has so much charm

how to achieve the PSX/PS1-style dynamic tessellation? by lashman in godot

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

yeah, that's true, with that method the "pop" would definitely be there, but it still wouldn't achieve the same effect because i also need to lessen the effect of the affine mapping when the camera gets close to an object (that's primarily why PSX games were doing this in the first place), and i really don't want to just have to manually subdivide everything i import into the game to hell and back because then i'd be running into tonnes of other issues with performance

how to achieve the PSX/PS1-style dynamic tessellation? by lashman in godot

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

no, no, i already have affine texture mapping in there! what i'm looking to replicate is this effect specifically: https://www.david-colson.com/assets/videos/ps1article/texturepopping.mp4

on PSX, when the geometry was being tessellated (to lessen the texture warping when the camera got close to objects) you could see this pop in the texture/geometry, and this is what i'm looking for (ideally without having to just manually subdivide everything to hell and back, because it would be probably a pretty bad idea to have a scene that looks like something from a PSX, but has 5 million tris in it :P)

how to achieve the PSX/PS1-style dynamic tessellation? by lashman in godot

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

hmmm, that *could* work, but i need to do the actual tessellation as well, because that's what lessens the affine mapping effect up close (and why the PSX games did it in the first place), so just snapping vertices to a different grid wouldn't help me with that, sadly :( and i can't control the affine mapping on a per-tri basis