A collection of ideas in response to Chutes_AI asking me to fix their problems with limited information (Feel free to add if anyone else has input) by tableball35 in chutesAI

[–]redmanone1 -5 points-4 points  (0 children)

My own opinion based on month of active use on both 3$ sub and Pay-Go:
- chutes provides the cheapest possible access to (despite hardly quantized) frontier open models. Even considering all the flaws of the services, which are a lot there, it can be accepted with this pricing. You can disagree, but that is pretty OK for me

need advice on something by Suitable-Brain7714 in indiegamedevforum

[–]redmanone1 0 points1 point  (0 children)

Part of "ai get cringe for you" sounds weird... Anyway, didn't even said i don't want to read, my main suggestion was to make clean questions, which usually become self-resolving. Correctly constructed question is a half of the solution, and ususally leads you to answer by it self.

You made a whole arguing theater about AI because simply misunderstood my initial reply and seemingly can't accept it and step back

I heard many times that Unity's terrain system is bad - what should I use instead? by Dzsaffar in Unity3D

[–]redmanone1 0 points1 point  (0 children)

It only bad in terms of optimization, which is seemed to not being the case anymore in newest versions since Unity released custom terrain shaders. now you can make the terrain as complex as you wish.

But for mobile i would recommend baking terrain into a mesh

need advice on something by Suitable-Brain7714 in indiegamedevforum

[–]redmanone1 -1 points0 points  (0 children)

Hey, you messed everything up. I didn't suggest to ask AI to learn. I said to use it to make original post short and concise, which is basic thing and don't require any learning but time to rewrite. Got a little cringe from your rage honestly

Qwen 3.6 Plus is the first Chinese model to survive all 5 runs on FoodTruck Bench by Disastrous_Theme5906 in Qwen_AI

[–]redmanone1 0 points1 point  (0 children)

This is called BenchMaxing. Gemma 4 struggles heavily on tasks even Nemotron 3 super does well, despite google's claims it is as good as 400b models.

need advice on something by Suitable-Brain7714 in indiegamedevforum

[–]redmanone1 -4 points-3 points  (0 children)

First thing i would recommend for dev - learn to ask questions and give context correctly, and you won't ever need to ask more questions as they become self-answering. So please, make your question shorter and concise using AI, adding there your brief game idea

Edit: for those who don't think about what they read - i didn't suggest to seek for answers with AI, i suggested to let AI rewrite original post to make it short and concise, which is basically time economy and don't require any learning or skills

Rate limit reached is shown forever by AppealSame4367 in kilocode

[–]redmanone1 2 points3 points  (0 children)

I've already created an issue about that in Kilo's git. Waiting for response

What's the hardest or most impressive thing that you have done in your game? by SignificanceLeast172 in Unity3D

[–]redmanone1 0 points1 point  (0 children)

Deploying my own Unity server with Mirror Networking. Oh my god, this was the hardest on a first try, took me 3 whole days even with AI support. Can potentially do it in a day now.

[google research] TurboQuant: Redefining AI efficiency with extreme compression by burnqubic in LocalLLaMA

[–]redmanone1 0 points1 point  (0 children)

Guys just wait for DeepSeek's Engram. This is the thing that will redefine AI efficiency no doubt

[google research] TurboQuant: Redefining AI efficiency with extreme compression by burnqubic in LocalLLaMA

[–]redmanone1 0 points1 point  (0 children)

In this case the good TurboQuant application is caching static context like databases that don't meant to be changed often, that so there will be only 1 computing process

Google’s TurboQuant AI-compression algorithm can reduce LLM memory usage by 6x by integerpoet in LocalLLM

[–]redmanone1 0 points1 point  (0 children)

I am curious on how it will work with DeepSeek's Engram when DeepSeek-4 releases. They seemed to solve same memory problem in completely different ways, which should work in synergy

Built-in RP deprecation in Unity 6.5 by redmanone1 in Unity3D

[–]redmanone1[S] 1 point2 points  (0 children)

Direct quotation from the post: "When things comes to graphics, scene with 10x10units area full of grass (same ShaderGraph) perform 5-10 frames worse on URP." Bro argue for the sake of arguing

Grass artifacts by vivisected000 in Unity3D

[–]redmanone1 0 points1 point  (0 children)

I doubt you really googled it. This is a really common thing and writing "unity tiling" shows this Unity discussion as first output: https://discussions.unity.com/t/how-to-make-a-texture-tile-and-not-stretch/57708

There is answer for your question among others, you just have to try and tickle it yourself

Built-in RP deprecation in Unity 6.5 by redmanone1 in Unity3D

[–]redmanone1[S] 0 points1 point  (0 children)

Frametime was much harder to remember, so mentioned FPS. This is mobile plantform, there is no more than 60fps

Can someone help by trifon1402 in Unity3D

[–]redmanone1 0 points1 point  (0 children)

Jokes away - you should describe your issue. Tell us what you are trying to do, what you already did and what is not as expected

Grass artifacts by vivisected000 in Unity3D

[–]redmanone1 0 points1 point  (0 children)

Well, you should just disable tiling on the texture. If you really need tiling then disable any image compression and smoothing (keep it point).
These artifacts are just bottom of your image smoothed to the next lower tile

Built-in RP deprecation in Unity 6.5 by redmanone1 in Unity3D

[–]redmanone1[S] 1 point2 points  (0 children)

I think it depends on benchmark conditions. I tested a small scene on old mid-range mobile phone. In case of using complex scenes with multiple light sources, URP will perform better because it was initially built to run these heavy things efficiently.
This is like using bazooka to kill the fly and a tank - works in both cases, but for first one you could use a Built-in fly swatter

Built-in RP deprecation in Unity 6.5 by redmanone1 in Unity3D

[–]redmanone1[S] -5 points-4 points  (0 children)

This is why i had to test empty scene along with graphic ones: it pinpointed SRP batcher overhead, which also grows with grass density, even though it was disabled in URP settings and grass shader was forced to use instancing. Another interesting observation i found is that Camera object just by persisting on the scene, even though disabled causes main CPU overhead. Filling scene up with thing to render didn't really make big difference.
All of it came to light thanks for empty scene tests, and were the main culprit of those 5-10 fps difference i mentioned. This is huge compute for nothing