|
| cs702 wrote:
| Holy mackarel! Those demos are impressive.
|
| Sooner than you expect, games and virtual reality are going to
| look as good as movies -- scratch that, they are going to look
| _better than movies_.
|
| We live in interesting times.
| gumballindie wrote:
| Mobile VR won't work as nicely tho, it will be tether VR that
| stands a chance.
| smoldesu wrote:
| I don't see why they both can't exist. Mobile VR already
| works great, and the power of mobile chipsets is only
| increasing. Tethered VR will only dominate for as long as
| mobile GPUs struggle to output stereo 2048x2048~ish video,
| which... isn't going to be for long. Combined with SOTA
| upscaling, we may already be there by some standards.
|
| I say all this as someone with a Quest who tethers to a PC
| for Beat Saber and Half Life Alyx. Tethered experiences rule
| - but untethered ones are really not that far off.
| gumballindie wrote:
| > but untethered ones are really not that far off.
|
| I am not sure how you measure this but you can't run proper
| games on mobile vr. Mobile is limited, you can't fit in a
| GPU the same size of a desktop GPU. John Carmack has an
| interesting talk about what happens when mobile chips get
| too small and crowded. We simply can't battle physics. It
| would be awesome if we had the same experience tho.
| smoldesu wrote:
| Obviously the two will never coincide. Mobile GPUs _will_
| eventually reach a "good enough" stage though, and
| arguably we're already there. The quality of Quest-native
| games like Beat Saber is almost identical to the version
| on PC. Older games like Resident Evil 4 play just like
| normal. Visually it can be 'meh', but the tech is there
| and the option to stream from a more powerful desktop
| still exists. It uses comparatively weak chipsets to
| deliver pretty-damn-good visuals at a price point lower
| than most consoles.
|
| I would argue that your thesis of "you can't run proper
| games on mobile vr" is wrong. Today, you can go play DOOM
| 3 or Half Life in VR, untethered, on a sub-$500 headset.
| That should startle everyone working on tethered systems.
| gumballindie wrote:
| Interesting, I need to give it another go.
| dharma1 wrote:
| AirLink Wi-Fi stream with Quest is great, not much
| different to tethered cable.
|
| I think there is a case for local ML becoming more
| popular too, I could see nvidia making a Shield like box
| at some point with a mobile 4000 series GPU and good
| thermals, that could bring those GPUs to mainstream
| beyond hardcore gamers. It would work for gaming, VR and
| consumer local ML apps (Siri that actually works and
| doesn't leak data).
|
| Maybe some day the latency/bandwidth will be good enough
| to stream VR from edge servers so you don't even need a
| local GPU. We're not there yet, even for non-VR games
|
| I think we'll see new classes of games/entertainment too
| where you'll just describe the (VR) experience you want
| and ML constructs a game or (immersive) movie like
| experience of it. Maybe a different one every day.
|
| I can see Nvidia selling a lot more GPUs in the next
| decade as ML and real-time 3D becomes much more
| pervasive. At some point other much more power efficient
| architectures (our brain uses 12 watts) will trump
| general purpose GPUs
| gumballindie wrote:
| > , I could see nvidia making a Shield like box at some
| point with a mobile 4000 series GPU and good thermals,
|
| That is indeed how i see it working. A dedicated VR
| "console" of sorts that tethers via wifi.
| smoldesu wrote:
| Personally, I never see something like this being made
| (or at least marketed as such).
|
| _However,_
|
| *pauses to put on tinfoil hat*
|
| Nvidia does sell devkits that roughly match the compute
| footprint you're describing[0]. They're ARM SOCs which
| puts them at a disadvantage for gaming, but the form
| factor does exist. If you need a lot of high-power AI
| compute and are willing to tinker with it, you can't beat
| CUDA on ARM.
|
| Again though - there's a reason these are sold as devkits
| and not products. Every YC-backed roach from here to
| Mississippi is going to spend their next half-decade
| trying to get your data/money for a machine learning
| product. Nvidia knows it's a losing game to sell hardware
| instead of services here, so they're arming the
| entrepreneurs instead of the consumer. Frankly, I think
| it's the right move anyways. People are going to need
| scaling compute for decently fast AI inferencing in the
| future, and Nvidia can keep that scaling curve under
| their thumb. Hell, I wouldn't be surprised if there are
| Nvidia execs suggesting that they abandon the gaming
| market altogether just to focus on more lucrative
| AI/datacenter customers.
|
| [0] https://store.nvidia.com/en-
| us/jetson/store/?page=1&limit=9&...
| hanniabu wrote:
| > they are going to look better than movies.
|
| Movies will be made with this stuff. No expensive actors, sets,
| or long editing times that come with traditional animations.
| HellDunkel wrote:
| As far as i understand the neural engine is trained on texture
| BRDFs which are too memory intensive for most rendering usecases
| (offline & realtime). The hierarchical model delivers sub-pixel
| accuracy outperforming mipmaps. So far so good but this is no
| replacement to tracing a ton of rays. Temporal stability and
| versatility is questionable. Will be interesting to see how this
| compares to Unreals Substrate.
| low_tech_love wrote:
| Cool, but I'm sure there must be some better link for this
| material. Quote from a YouTube comment: _Now if we could only get
| text to speech from "OK" to "blows you away", instead of "your
| drunk uncle talking from down an empty well"_
| miohtama wrote:
| I thougt AI today could do better than this. Sounds like 80s
| speech synth. Even Dr Sbaitso was better.
| boulos wrote:
| Some of the results on https://rhasspy.github.io/piper-samples/
| are super impressive (via https://www.home-
| assistant.io/blog/2023/04/27/year-of-the-vo...).
| etiam wrote:
| I'm going to have to defer to Louis CK on that one
|
| https://www.youtube.com/watch?v=PdFB7q89_3U
| washadjeffmad wrote:
| https://beta.elevenlabs.io/
|
| I've been playing with TorToiSe and other emerging local
| projects with voice cloning, but ElevenLabs is so far ahead
| that it's the only one I've considered promoting to clients.
| WithinReason wrote:
| Very impressive results I would say. Link to paper:
| https://research.nvidia.com/labs/rtr/neural_appearance_model...
| Similar one, about texture compression:
| https://research.nvidia.com/publication/2023-08_random-acces...
| etiam wrote:
| Do we anyone here who feels qualified to comment on how much
| more it would take to run the process backwards and de-render a
| stream of general footage scenes to a compact, nearly lossless
| format for transmission or storage?
| andybak wrote:
| Thank you for the non-video link. When I'm on HN it's because
| I'm expressly in a reading mode. I do enjoy videos but not when
| I'm browsing here.
| ulnarkressty wrote:
| > equal contribution, order determined by a rock-paper-scissors
| tournament.
|
| I hope to see more and more bizarre ways of picking the author
| order on these kind of papers.
| codetrotter wrote:
| I want to see one where it says
|
| > equal contribution, three of the authors are the real
| authors, the other seven names were generated by an AI
| TOMDM wrote:
| Why?
| kasperni wrote:
| From the paper
|
| --------------
|
| Our system is running on Direct3D 12 using hardware-accelerated
| ray tracing through DirectX Raytracing (DXR). All results are
| generated on an NVIDIA GeForce RTX 4090 GPU at resolution 1920 x
| 1080
| andrewmcwatters wrote:
| I think graphics technology has already "arrived" for the most
| part. There's tons of stuff that surpasses what Crytek did that
| blew away the industry 16 years ago, but a lot of that wasn't
| just technology, it's that they had world-class artists.
|
| If you go back to that game today, there's a lot you can nitpick,
| but I think the biggest problem that remains today is that it's
| still extremely labor intensive to make assets.
|
| At Planimeter, I worry more about asset creation turnaround time
| than anything else. I worry about it more than the tech we write,
| I worry about it more than fiction writing, or audio engineering.
| Just nothing else compares.
|
| It's the most expensive part of any game development pipeline,
| and yet industry-wide accessible photogrammetry is half-backed,
| and it also doesn't help hobbyists who do 2.5D or 2D work.
|
| So yeah, this neural engine stuff is superphenominal, for people
| who care about PBR workflows and photorealistic pipelines. This
| is obviously the most computationally complex work that can be
| addressed today, anyway, which I appreciate.
|
| But the people who can actually access and harness that tech is
| just so absolutely tiny. I guess I just care a lot about this one
| particular sector of the industry where you have these world-
| class bedroom professionals who become studio professionals and
| Unreal and Nvidia are probably the only orgs in the world who
| cater to them, but for some reason I have to put in a lot of
| effort to articulate why what we have today, despite being so
| much more powerful than what we've had 20 years ago is less
| accessible and less functional and less empowering than what we
| had then.
|
| I think it's primarily the labor factor in artwork, but also
| accessible engine tech today is actually worse than what we were
| using then, simply because no one really uses the id Tech family
| of engines anymore besides the most modern incarnations of them,
| and even to this day no class of engine compares to old versions
| of id Tech. Not even Unreal, by a long shot, despite having
| industry leading rendering capabilities. Everything else about
| that engine is half-baked or unusable.
| Animats wrote:
| Good point.
|
| I would have liked to see examples of human skin, and of cloth.
| That's hard and important. Rendering the perfect cheese grater
| and glazed pot is nice, but really, not that important.
|
| Most of the hard problems in graphics today involve scale.
| Epic's Nanite texture compression system is impressive, but
| about 60% of the work has to be done in CPUs because GPUs don't
| have the right stuff for it. And Nanite is still just for rigid
| objects. Crowds of individually dressed people are still tough
| to render fast.
|
| NVidia put in ray-tracing hardware into GPUs. It's not used
| much in games. NVidia was angry with reviewers who just ignored
| their ray-tracing hardware in reviews. The reviewers were not
| wrong.
|
| And could we please have good hardware support for order-
| independent translucency? That should be standard. Then we can
| get rid of depth sorting of faces, which never works right.
| mmcconnell1618 wrote:
| I wonder how much AI models can help. If they are trained on
| enough real world content, they should be able to produce rough
| models based on descriptions: "Generate a tropical island about
| 5km in width by 10km length with an active volcano in the
| center" and then then the artists adjust/massage as needed.
| T-A wrote:
| https://analyticsindiamag.com/raja-koduri-gives-a-sneak-
| peek...
| kman82 wrote:
| The day vr looks like avatar is the day I buy a vr headset
| [deleted]
| xwdv wrote:
| This is the climax of 3D graphics rendering!!
| est wrote:
| https://research.nvidia.com/labs/par/Perfusion/
|
| this gets less attraction, but I think it could be the next hit
| after LoRA.
| joering2 wrote:
| If you see progress of graphics design in the last 40 years, do
| you have any idea what would be considered a "progress of
| graphics design" in the year 2100 ?
|
| I mean seriously, it looks like in the next maybe 5-15 years, GPU
| will be able to render graphics that even another GPU wouldn't be
| able to distinguish whether its real or fake.
| clnq wrote:
| Finally -- a use for the Rockwell Retro Encabulator.
| whyenot wrote:
| I still don't understand what the function is of the sinusoidal
| dingle arm.
| eljost wrote:
| The audio also reminded me of the Fallout games.
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