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Re:Quake's lightning gun bug explained by cubefox on Thursday June 15, 2023 @06:42AM (#36338615)
The closest guy to Carmack today seems to be Brian Caris, who developed virtualized geometry[1], a rasterization based rendering technique where the geometric detail of static objects is adjusted to the screen resolution in real time. There is another talk (can't find it right now) where he mentions Carmack as an inspiration. I wonder what Carmack would be working on today if he was still in the game engine business.

[1] https://advances.realtimerendering.com/s2021/Karis_Nanite_SI...

Re:Quake's lightning gun bug explained by Cthulhu_ on Thursday June 15, 2023 @07:28AM (#36338937)
There's some really big innovations happening in e.g. rendering like that; I wouldn't be surprised if the complexity and work involved in just Nanite is 10x that of the whole Quake engine.

Similarly there's the work nvidia is doing, using AI technology to upscale graphics instead of rendering things at 4K.

Re:Quake's lightning gun bug explained by vinyl7 on Thursday June 15, 2023 @08:34AM (#36339555)
Hobbyists have already made their own implementation of Nanite. It's not that complicated.
Re:Quake's lightning gun bug explained by ehaliewicz2 on Thursday June 15, 2023 @02:05PM (#36344341)
It has been over a year since the algorithm has been explained in quite a bit of detail.

Hobbyists make complicated things quite regularly, although I don't know about 10x quake.

10x a quake for modern hardware, maybe (could be quite simple)

10x software rendered dos quake with loads of asm, probably not.

Re:Quake's lightning gun bug explained by ahahahahah on Thursday June 15, 2023 @03:56PM (#36345653)
In that sense, neither is the quake engine.
Re:Quake's lightning gun bug explained by itsagavin on Thursday June 15, 2023 @08:58AM (#36339806)
The idea is that, the derivative came after the virtuoso. Of course what came after is more complex costs more takes more is more impressive blah blah. Dismissing those that thought the thought or solved for a problem before it was, is such a dumb thing people do.
Re:Quake's lightning gun bug explained by barbariangrunge on Thursday June 15, 2023 @09:30AM (#36340186)
He was a little bit. I wonder what he was up at meta before switching to agi
Re:Quake's lightning gun bug explained by cubefox on Thursday June 15, 2023 @07:24PM (#36348357)
VR headsets.
Re:Quake's lightning gun bug explained by nailer on Thursday June 15, 2023 @11:13AM (#36341676)
Who made DLSS? Using ML to denoise ray tracing is massive.
Re:Quake's lightning gun bug explained by cubefox on Thursday June 15, 2023 @01:17PM (#36343714)
I think DLSS doesn't do denoising. DLSS uses an ML algorithm to upscale frames using additional information like z buffer and motion vectors. Denoising is used to drastically reduce the number of required rays for ray tracing. I would guess denoising is done first, using a non-ML algorithm, and DLSS is done afterwards.
Re:Quake's lightning gun bug explained by nailer on Thursday June 15, 2023 @06:43PM (#36347785)
DLSS does the denoising since DLSS 1.0 see the DLSS announcement https://www.youtube.com/live/4_g_Y0W1Xn8?feature=share (pardon the crappy gaming channel, it looks like Nvidia weren’t running their own YouTube the time)

It adds frames since I think 3.0.

Re:Quake's lightning gun bug explained by cubefox on Thursday June 15, 2023 @07:26PM (#36348393)
That's odd, since you can use ray tracing without DLSS. I'm very sure it uses denoising even then.
Re:Quake's lightning gun bug explained by nailer on Thursday June 15, 2023 @07:37PM (#36348575)
There may be some confusion between upscaling and denoising. You might notice I keep editing my comment because it’s really really hard to find old Nvidia release announcements.

Update: https://youtu.be/6O2B9BZiZjQ looks good around 3:54