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Cake day: July 1st, 2023

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  • Silksong might be one of the “easiest” ones if I ever did a RenoVK. Basically, you check the swapchain size, and any 8bit texture that the game tries to build that matches that resolution gets upgraded to 16bit. And done. That alone will get the SDR layers to stop banding. (We actually do 16bit float because we want above SDR level brightness, but 16uint would be a perfect, less problematic banding fix).

    I might look at vkBasalt. That’s basically how ReShade ended up building an addon system. You have to be able to inject shaders, create textures, and monitor backbuffer to do postprocess. Instead of just doing it at the end, it allows us to listen for render events and act accordingly. That’s the basis for most our mods. Every game will use DX/GL/VK commands so it’s much easier to tap into that instead of compiled CPU code.


  • I wrote the RenoDX mod if you’re talking about that. I don’t think there’s anything like Reshade’s addon system for Linux games. We’ve done OpenGL and Vulkan mods but that still relies on intercepting the Windows implementation. Silksong primarily needs a 16bit float render to solve most of its banding, but not sure how you can do the same on Linux.

    We avoid per-game executable patching intentionally, but sounds like that would be the best choice here. Getting the render to 16bit would solve most banding, but you’d still need to replace shaders if your goal were HDR (or fake it as a postprocess with something like vkBasalt).




  • From understanding my old GameBoy that had 4 AA batteries in alternating rotation, that had 6V (1.5V each battery). Chaining positive and negative together increased the voltage.

    Since this has them pointing both up, it’s just 1.5V but it’s as if you put a half sized battery.

    Basically, the same, just less amperage because of a smaller battery (if compared to 2 of the same).

    tl;dr: same, but half capacity.



  • ShortFuse@lemmy.worldtoTechnology@lemmy.worldThe Copilot Delusion
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    1 year ago

    This is a trash take.

    I just wrote the ability to take a DX9 game, stealthy convert it to DX9Ex, remap all the incompatibility commands so it works, proxy the swapchain texture, setup a shared handle for that proxy texture, create a DX11 swapchain, read that proxy into DX11, and output it in true, native HDR.

    All with the assistance of CoPilot chat to help make sense of the documentation and CoPilot generation and autocomplete to help setup the code.

    All in one day.










  • I suggest against it. Just use JSDocs syntax and typescript (the CLI and VSCode checker) will check it. No need to use transcompiler anymore. It was more useful when JS itself was more ES5 based and CommonJS.

    Using something like esbuild will get you minification if you want it, but it’s only for deployment, not actually needed for runtime. Having pure JS code is much easier to work with and debug.


  • You remember Steve from IT? The only one who knew how to manage our backend infrastructure? Well, after that unfortunate plane crash, we uploaded the entire contents of his laptop, cellphone, and personal cloud to an artificial AI. We were able to revive him to bring him back. Even better now, because we have him resurrected in simulated form, he now exists in a perpetual state of working at the office and no longer needs to go home to rest or be with his family. That means with the new 24x7 productivity, we are expecting increased profits for this next quarter.