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Avatar: The Way of Water | Official Teaser Trailer

mram says...

I feel like I'm the only one who was unimpressed by this.

No story, no hook, no engagement, no emotional resonance, just a NVIDIA/AMD demo reel of graphics.

I did like the first movie. I love all of JC's movies. I still have incredibly high hopes. But just being honest, this played so slow and cold for me. In fact when I watched it the very first time I wasn't sure if this was recap from the first movie or something new.

They are obviously taking the slow burn approach to marketing here... like "hey, memberberries Avatar?"

I am anxiously awaiting something that gives me that "whoa" moment.

BSR (Member Profile)

siftbot says...

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NVIDIA Marbles RTX

BSR (Member Profile)

Rebirth : Photorealism in Unreal Engine 4

Mystic95Z says...

Probably the biggest cost would be video card related being what nVidia charges today and I refuse to buy one. I just keep on truckin with my 970GTX...

KrazyKat42 said:

And how much would it cost to build a pc that could run this game at that quiality? :thinking:

America's Dopamine-Fueled Shopping Addiction

The new supercomputer behind the US nuclear arsenal

spawnflagger says...

Those are just the doors on the rack enclosures. Inside each rack it's quite boring to look at.

Performance wise- it would kill a network (of any size) of PS4 nodes. A huge gain is from the Power9 CPUs connected to the V100 GPUs via NVlink (way faster than PCIe).

But each Sierra node also costs considerably more (Nvidia V100 alone are $10,000 each, a single node has 4), and the network (dual EDR 100Gbps Infiniband with 480x 36-port TOR switches and 9x 648-port director switches) would cost millions of dollars itself.

For those curious, lots more technical details here:
https://computing.llnl.gov/tutorials/sierra/

Payback said:

They look like a network gigantic Playstations...

CYBERPUNK 2077 Trailer

NVIDIA Research - AI Reconstructs Photos

bremnet says...

As hamsteralliance says, ContentAware uses proximity matching and relative area matching. If you tried to fill in the white space with ContentAware, it'd be full of everything except eyes. They nVidia folks used thousands of images to train the neural net (ie generate the model using training data) which has more discrete sequential or spatial relationships between features (ie. eyes go to either side of the nose, below the eyebrows, level, interpupilary distance etc etc). The neural approach ALWAYS needs training data sets - it doesn't appear to (from reading the paper) any adaptive or learning algorithm outside of the neural framework (so, it's not AI in the sense that it learns from any environmental stimulus and alters its response... that I can see anyway. The paper doesn't get into the minutiae). But I'd still date her, if only she'd have me.

hamsteralliance said:

I think one of the key things is that it was filling in the eyes with eyes. It was using completely different color eyes even and it knew where they needed to go. Content Aware only uses what's in the image, so it would just fill in that area with flesh and random bits of hair and mouth. This seems to pull from a neural network database thingymajigger.

Fantomas (Member Profile)

John Oliver - Parkland School Shooting

MilkmanDan says...

Good points.

I'm not a gun nutadvocate, but I have friends who are. I have shot a fairly wide range of guns with them, including an AR-15. For myself, I only ever owned BB guns and a .22 pellet air rifle, for target shooting and varmint control on my family farm. I did go pheasant hunting with borrowed 20 and 12 gauge shotguns a couple times.

My friend that owns the AR-15 is a responsible gun owner. Do I think he needs it? Hell no. But he likes it. Do I need a PC with an i7 processor and nVidia 1060 GPU? Hell no. But I like it.

So I guess it becomes a question of to what extent the things that we like can be used for negative purposes. My nVidia 1060 is unlikely to be used to facilitate a crime (unless games or bitcoin mining get criminalized). However, even though AR-15s might be one of the primary firearms of choice for murderous wackos, the percentage of people that own AR-15's who are murderous wackos is also extremely low.

If banning AR-15s would significantly reduce the rate of mass shootings and/or the average number of deaths per incident, it could be well worth doing even though it would annoy many responsible owners like my friend. ...But, I just don't think that would be the case. Not by itself.

I think we're at a point where we NEED to do something. If the something that we decide to do is to ban AR-15s, well, so be it I guess. But I don't think we'd be pleased with the long-term results of that. It'd be cutting the flower off of the top of the weed. We need to dig deeper, and I think that registration and licensing are sane ways to attempt to do that.

criticalthud said:

In 1934 the Thompson submachine gun was banned partly because of it's image and connection to Gansters and gangster lifestyle.
In the same way the AR-15 has an image and connection to a different lifestyle: that of the special ops badass chuck norris/arnold/navy seal killing machine. then they join a militia, all sporting these military weapons. there's a fuckin LOOK to it. a feel, a code, an expectation there. It's socialized into us.

That image is big fuckin factor in just how attractive that particular weapon is to a delusional teenager.

Star Wars Mos Eisley recreated in Unreal 4

NaMeCaF says...

If you have the specs necessary to run it, you can download it and play it for yourself here. Warning: it's huge (over 7GB)


This project was an experiment to see how much geometry and textures we could push in UE4 on modern PC hardware, and as a result, it is fairly system intensive. We recommend 16GB of RAM and at least an Nvidia GTX760 or AMD equivalent as the minimum requirements.

For more fluid frame-rate, and/or screen resolutions above 1920x1080 we recommend at least an Nvidia GTX970, or AMD equivalent or higher (2GB of VRAM for Low texture settings / 3GB for Medium texture settings / 4GB for High texture settings / 6GB or higher for EPIC texture settings)

Also, Terrain displacement is a very system heavy feature. Please note that enabling this feature on a GPU slower than an Nvidia GTX980 Ti may cause a significant drop in frame-rate.

No Man's Sky Expectations Vs. Reality

Xaielao says...

I get it, hating on the game is super popular right now. I'm no fanboi, I certainly didn't pre-order the game (I only pre-order from a select few developers, those I know will put out great products, like CD Project Red). I'm quite enjoying the game. It's not the type of game you play on rails or with a strong linear narrative or that holds your hand through the experience. I'm on PC and have had not a single issue or crash. I have to put graphics at medium when they should be maxed out, but that shows the age of the engine and that it isn't as streamlined or polished as it could be.

Also the game 'does' have a story, it's just rather basic and while I'm not sure the game is worth $60 (I got it for $45 and think it's worth that) I look forward to future content and the fact that they've said 'no paid DLC' makes me happy as well.

When people ask me if I recommend the game, I tell them first that it's worth waiting for a price drop or the issues with AMD and top-end nVidia to be worked out. I use the analogy that it's like Early Access Starbound. Fun, with an open universe to explore, some interesting races and things to find and crafting but not a whole lot going on in it or directed content to experience. That's No Man's Sky, at $20-30 it's a great Early Access title. I'm glad that it sold very well as that will fund future development and hopefully we'll see new content and fan requested stuff soon.

And for the record I've seen equal numbers awesome wildlife as I've seen crazy shit like in this video lol. The craziest was on this cold, radiated world that was none-the-less flush with exotic life. There were these 1m tall blobs of jelly with elephant ears and like mice faces that bounced around like a bouncy ball all over the place. Hilarious!

Lambast it all you want but it's clearly still popular. Mid-day on a wednesday and it's #3 on steam with 70k users atm. And it's not like it wasn't super easy to find out what the gameplay was like in those 3 days it was on PS4 before PC. So anyone who still bought and is bitching about it is being hypocritical.

Unity Adam Demo - real time

MonkeySpank says...

The short answer is "It depends!"

I know it's a crappy answer, but there are way too many parameters at play. There are many games today that have scripted scenes in them that are pretty cinematic. Think of GTA III, from 2001. The cut scenes in that game still outshine the actual gameplay of GTA V today.

If the scene is scripted, then all the animation, and camera movement can be fine tuned and all compute resources are pooled into the viewport of the camera. This allows the artists to focus all of the trickery on the shot itself, but not the rest of the world. From a PVS or scene-graph stand point, you have pretty much reduced the complexity to just what you are seeing.

I do not know how they made this demo and cannot comment on it with any authoritative capital. I've written 3D engines before (not for videogames though) and can comment on the technology I think I'm seeing here. My comments are just an opinion based on what I know. I do not have access to Unity and have never used it before. But here it goes:

For a scene like this, there should be reduced/canned computation in:


The shaders, unless they are geometry (the ripping of the skin/flesh in the Adam scene) could or could not be reduced in scope and complexity. I am not sure if they are scripted or dynamic. By scripted, I mean a geometry shader that reads vertex data from a VBO stream or some memory buffer instead of computing the vertices on the fly. It's still real-time, just not dynamic.

Most of the graphics you see here are standard applications of technology that's been around for a while:


The particle system seems pretty standard as well.

This is a great demo and I am extremely impressed with the art direction, but the engine itself is, after all, Unity with PBR for the characters, and maybe Global Illumation for the indoor scenes, which I believe they licensed from Geomerics.

TheFreak said:

How far behind do the playable game graphics tend to trail behind the demos?

Feels like it's about 2 years.

That's one of the reasons I enjoy demos, because I know that one day soon I'll get to play games with that level of graphics.

Grilling Food on my Laptop....big mistake.

ant says...

I think my work's 15" MBP (Retina; early 2013) has that NVIDIA crash problem (e.g., a Kernel panic from last year but never saw them again], display freezes [think I can get out of it if I put it to sleep and wake it up, but need to retry it for the next crash to confirm], but it is SO rare that it crashes.

Mordhaus said:

One of them, yes. I think we had 2 or 3 battery recalls for the macbooks and one hell of a recall for the macbooks with nvidia graphics. The graphics one was horrendous; I didn't have to deal with the support calls once we nailed it down and they stopped escalating them to tier 3, but god the call volume was out of this world for the tier 1 folks.

People don't realize it, but I can tell you that for the years I worked there (from 2005 to 2011), we used to joke that we should change the catchphrase to "It just doesn't work." Of course, a lot of the problems were because end users were trying to use products in a way they weren't meant to be used.



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