Skip Navigation

Posts
8
Comments
1855
Joined
2 yr. ago

  • i'm not, no. but i'm also well-enough versed in stable diffusion and loras that i know that even a model with no training on a particular topic can be made to produce it with enough tweaking, and if the results are bad you can plug in an extra model trained on at minimum 10-50 images to significantly improve them.

  • no, it sort of is. considering style transfer models, you could probably just draw or 3d model unknown details and feed it that.

  • pages that move after the initial load without user input should be illegal.

  • moz are behind llamafiles, but ollama is a separate entity.

    also, chat models are just not that useful. i'm all for their local translation models and the like, but chat is just a toy.

  • Most people want features like AI

    That's just not true.

    as someone who runs local inference all the time, i think that centralized online models have no place anywhere near consumers. partly because the things they offer are trivial and offload critical skills, partly because they require insane amounts of energy, and partly because they are privacy nightmares. all things that are against moz's stated mission. and yet here we are.

  • so why weren't they in there before? moz's lawyers have obviously never thought they even need a policy before now, so what changed?

  • it's tractor pulling without a counterweight and with dinky little cars

  • correct.

  • that is what i am referring to, yes.

    i want more stuff like melonking.net

  • i want images

  • hand-optimized SIMD-instructions probably

  • as long as it's between instances and not exposed to end-users, yeah i think that was the original use case.

  • Susan

    Jump
  • wife bad

  • from the images on the front page, i get the feeling the userbase is tiny

  • well, sorta. some engines like unreal have indeed dropped physx (in fact that's the only one that's in there as having dropped it), but there are some heavy hitters in there. unity did not drop it as far as i know, but they have a separate version without it that's not made for games.

    i also happen to know that ARMA 3, which is not on the list, is a heavy physx user. so i don't know how accurate any of our lists actually are.

    my takeaway from this list is that if nvidia follows suit with their AX series and other pro cards, they are going to lose significant market share with the CAD and CFD crowd, because those guys have 40 year old codebases and they are not going to be happy that they have to rewrite a subsystem.

  • this is an incomplete list. as per the wiki article:

    PhysX in Video Games

    PhysX technology is used by game engines such as Unreal Engine (version 3 onwards), Unity, Gamebryo, Vision (version 6 onwards), Instinct Engine, Panda3D, Diesel, Torque, HeroEngine, and BigWorld.

    As one of the handful of major physics engines, it is used in many games, such as The Witcher 3: Wild Hunt, Warframe, Killing Floor 2, Fallout 4, Batman: Arkham Knight, Planetside 2, and Borderlands 2. Most of these games use the CPU to process the physics simulations.

    Video games with optional support for hardware-accelerated PhysX often include additional effects such as tearable cloth, dynamic smoke, or simulated particle debris.

    PhysX in Other Software

    Other software with PhysX support includes:

    • Active Worlds (AW), a 3D virtual reality platform with its client running on Windows
    • Amazon Lumberyard, a 3D game development engine developed by Amazon
    • Autodesk 3ds Max, Autodesk Maya, and Autodesk Softimage, computer animation suites
    • DarkBASIC Professional (with DarkPHYSICS upgrade), a programming language targeted at game development
    • DX Studio, an integrated development environment for creating interactive 3D graphics
    • ForgeLight, a game engine developed by the former Sony Online Entertainment
    • Futuremark's 3DMark06 and Vantage benchmarking tools
    • Microsoft Robotics Studio, an environment for robot control and simulation
    • Nvidia's SuperSonic Sled and Raging Rapids Ride, technology demos
    • OGRE (via the NxOgre wrapper), an open source rendering engine
    • The Physics Abstraction Layer, a physical simulation API abstraction system (it provides COLLADA and Scythe Physics Editor support for PhysX)
    • Rayfire, a plug-in for Autodesk 3ds Max that allows fracturing and other physics simulations
    • The Physics Engine Evaluation Lab, a tool designed to evaluate, compare, and benchmark physics engines
    • Unreal Engine game development software by Epic Games. Unreal Engine 4.26 and onwards has officially deprecated PhysX.
    • Unity by Unity ApS. Unity's Data-Oriented Technology Stack does not use PhysX.
  • sure but i don't want to encounter any more of them

  • what if there are babymen in all of them though