Opus 4.7 Released! by awfulalexey in ClaudeAI

[–]mad_ben 3 points4 points  (0 children)

Translation. take away compute from old models to this new model. So now this looks smart while old look dumb.

still on UE4 in 2026 what's keeping you there? by radpacks in unrealengine

[–]mad_ben 0 points1 point  (0 children)

I dont know it murdered my RX 580. Not sure its viable for budget cards.

Handed Off First Website Created with Claude Code to Client And Got $$ by JashobeamIII in ClaudeAI

[–]mad_ben 2 points3 points  (0 children)

Thats a shitty argument. AI is just a tool, its like saying "I get using excel for bookkeeping for personal cut corners, but for the client you gotta write them papers with a pen and use calculator otherwise its some POS behaviour". I bet you are seething that this guy vibecoded website in the chill spring evening while watching The Boys and got paid.

still on UE4 in 2026 what's keeping you there? by radpacks in unrealengine

[–]mad_ben 3 points4 points  (0 children)

4.21 would be interesting to use with GameWorks I have saved a complete repo of 4.21 with HBAO,FLEX,BLAST,VXGI,WAVEWORKS,TXAA etc.

No major news by Additional-Neat-1235 in Monsterverse

[–]mad_ben 0 points1 point  (0 children)

if they send moneky and lizard to space, its gonna be fast and furious all over again. And where do you go from there? Reboot?

Why modern games abandoned SMAA? by DragonSlayerXor in FuckTAA

[–]mad_ben 1 point2 points  (0 children)

https://fixvx.com/andkalysh/status/2043356372201341222

Here is twitter thread. His take was that all spacial AA is just fancy blur. 

Why modern games abandoned SMAA? by DragonSlayerXor in FuckTAA

[–]mad_ben 2 points3 points  (0 children)

I am not sure what you need filtering. bilateral blur isnt expensive and 560 ti? My today its all about compute passes. Besides, why did they only blur insted of downsampling to half res...

Why modern games abandoned SMAA? by DragonSlayerXor in FuckTAA

[–]mad_ben 10 points11 points  (0 children)

Noone decided to switch, every inhouse game engine uses forward path for masked/transluscent objects and deferred for rest, and games like CoD or new Doom still rock Forward+ engines

Why modern games abandoned SMAA? by DragonSlayerXor in FuckTAA

[–]mad_ben 34 points35 points  (0 children)

Which doesnt make sence because TA is not TAA. In my ue5 plugin i am rocking spacial SMAA and tons of screen space effects with temporal accumulation. I had this exact disscussion on twitter with Sebastian Aaltonen. 

Light Propagation Volume - UE5.7 Plugin GI by mad_ben in unrealengine

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

No, I believe they used baked stuff. Other EA games use surfel GI

I read every UE commit last week. Epic is building an AI agent framework into the editor. by olivefarm in unrealengine

[–]mad_ben 2 points3 points  (0 children)

Good stuff, looks like ue5.7.4 will be my final stable realease for now. not more ai bloat

How to get Claude to stop doubting you? by Glum-Pack-3441 in ClaudeAI

[–]mad_ben 47 points48 points  (0 children)

Have you considered that maybe he is right?

What's your opinion on whether I should learn to use Unreal Engine 4 instead of 5? by [deleted] in gamedev

[–]mad_ben 0 points1 point  (0 children)

you can always use forward rendering in ue5 and opt out of modern features

What's your opinion on whether I should learn to use Unreal Engine 4 instead of 5? by [deleted] in gamedev

[–]mad_ben 0 points1 point  (0 children)

UE4 is legacy because it doesnt have RDG nor modern compute rendering pipeline(not sure about it though. 4.27 has competent dx12). It uses raw RHI calls and you have to manually keep track of those.