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submitted 1 week ago by icegladiator@lemy.lol to c/memes@lemmy.world
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[-] AoxoMoxoA@lemmy.world 71 points 5 days ago

A buddy of mine was locked up from 03 - 17. He was asking me, questions like " do you have Playstation 3, what kind of phone do you have?" ...

He said " man I know I missed a lot but people are so rude now. I was talking to my cousin and instead of talking to me he was looking at his phone. That is disrespectful." I said yeah man the world changed a lot. Felt terrible for him trying to integrate back into this bull shit.

He went away for the craziest shift in society I could imagine.

[-] ivanafterall@lemmy.world 15 points 5 days ago

I miss 2003. So many bangers from that year. Ignition by R. Kelly. Picture by Kid Rock/Sheryl Crow. P. Diddy's party anthems Shake Ya Tailfeather and Bump, Bump, Bump. You could tune into The Apprentice to learn about business and enjoy Donald Trump's timeless one-liners, or The West Wing to learn about the American presidency, maybe a little Chappelle's Show for some laughs. Apparently it was also the first year we could all go hop on 4chan and Google Adsense for the first time. Anyway, it kinda makes you wonder what all those folks are up to now. I hope they're well.

[-] ZeffSyde@lemmy.world 17 points 5 days ago

You just reminded me of why Y2K era nostalgia makes me ill.

I was working part time in a mall and heard all this shit on repeat, and my co-workers were quoting The Chappelle Show because it was ok to be racist if a black guy said it first.

[-] SynopsisTantilize@lemm.ee 11 points 5 days ago

You're being downvote because you are correct. The culture in 2000s America was trashy at best. The CIA psyop was in full effect (project mockingbird) and everyone was dancing to the rhythm of the patriotic drum, and being asleep at the wheel.

[-] Gradually_Adjusting@lemmy.world 4 points 5 days ago

The cartoons of the mid to late 2000s were pretty good though, it must be said

[-] noxypaws@pawb.social 2 points 5 days ago

I was a roller skating rink DJ when Shake Ya Tailfeather came out. It had the place so hyped up I had security tell me to cut the song off before it finished. People jumping up amd dancing on tables and shit. It was wild. That song was definitely a banger.

[-] ABetterTomorrow@lemm.ee 4 points 5 days ago

Wow that’s saying a lot. I would help them to stay away from those habits. May help you as well.

[-] IndustryStandard@lemmy.world 17 points 5 days ago

"I remember 14 years ago when my GPU used to draw almost 400 watts. Crazy right? Anyways, how is GPU power consumption these days?"

[-] Lv_InSaNe_vL@lemmy.world 2 points 5 days ago

"I budgeted about $500 for my GPU, that should be able to get me a high end card right?"

(That's like $750 today, adjusted for inflation, btw)

[-] ZkhqrD5o@lemmy.world 53 points 6 days ago

Reminder: Temporal, proprietary upscalers are only made mandatory by devs, that actively refuse to make a properly functioning product.

[-] Zangoose@lemmy.world 41 points 6 days ago

Reminder: Most devs actually care about the things they make. This is a management/timeline problem, not a developer one.

[-] ZkhqrD5o@lemmy.world 10 points 6 days ago

Well, I should have clarified by devs, I mean the entire companies, not the individuals. It's a collective problem, not an individual one.

[-] lorty@lemmy.ml 7 points 5 days ago

Let's not forget Nvidia created DLSS and Raytracing and directly helped devs integrate them into their games to create demand for their newer cards.

[-] ZkhqrD5o@lemmy.world 4 points 5 days ago

Yeah, they laid out the bait and got them hook, line and sinker.

[-] randomname@sh.itjust.works 4 points 5 days ago

Not sure why most games cant/dont do this, but i've seen Minecraft shaders use temporal upscaling exclusively on the clouds, reflections, and shadows. while using fxaa for the rest of the image.

[-] Natanael@infosec.pub 3 points 5 days ago

Because you need to dig into the rendering engine to do that, and if you didn't build it yourself you might not be able to do that easily

[-] Lv_InSaNe_vL@lemmy.world 1 points 5 days ago

Which would be easier if you were a dev making your own game than if you were making a mod for an existing one no?

[-] Natanael@infosec.pub 1 points 4 days ago

Depends on the rendering engine architecture. If it processes stuff in layers already you can work with that more easily, same if you can insert rules for stuff like different shaders for different object types.

If you're dealing with a game where the rendering engine can't do that it will be very complex regardless of how much source code you have.

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[-] kadup@lemmy.world 8 points 6 days ago

I'll take DLSS over any other AA solution any day.

We no longer use forward renderers, AA either looks like ass or comes with a massive performance cost, and it can't fix noise from foliage, alphas, smoke, etc. DLSS fixes all three issues at once.

[-] ZkhqrD5o@lemmy.world 21 points 6 days ago

Well Half-Life Alyx uses forward rendering and has a brilliant MSAA implementation. It is optimised because it needs to be. You cannot have this thing chugging along with 30Hz at full HD. You need 4K or more running at 90Hz or more. So they invested a good amount of time into making sure it functions properly before releasing it.

Also, foliage really doesn't need to be fixed, if it is done properly. Example, 20 year old games like Halo 3 or the Crysis games.

I take issue with modern games because why the hell are they forgetting lessons of the past? Crysis and Halo 3 for example are 20 years old and they have better looking foliage than most modern games because they know what to do to avoid pop-in and noise. Yes, modern games have more foliage, because more VRAM, but older games have better looking foliage, due to the lack of wonky artifacts, in my opinion. And also, the proprietary TAA implementations, or TSR implementations, in my experience, add a ton of input latency, which makes the game feel worse. MSAA, because it uses geometry information to build AA, enhances image quality significantly and gives a better looking and more coherent picture than any other implementation of anti-aliasing, including proprietary TSR. Also, MSAA isn't my religion, I realise that there are some aspects where TAA and TSR can be useful, but problem is, in modern games it gets abused because devs can then say "we'll just do the absolute minimum, make sure the game executes on hardware at HD 30 Hz, and then we'll just let the magic TSR and frame generation handle the rest".

Well, the problem with MSAA is that it needs to have good geometry in the first place if quad overdraw is complete shit because no one bothered to make tessellation or proper LOD models and let just some automatic tool handle everything without any supervision, then yes, it will be horrible. If devs say, "it makes my geometry timing horrible", then we already know that their geometries are utter rubbish.

Also a brilliant example of why I'm bothered by that is Payday 3 because it looks like a late PS3 game and runs like complete trash and has a massive CPU bottleneck, no matter what you do, even if you doctor around with the engine settings themselves.

[-] SCmSTR 8 points 5 days ago* (last edited 5 days ago)

This guy games.

Also, if your game can't look decent without any kind of DLSS or AA, you need to stop and fix that before relying on AA. Personally, I can't stand the blurriness of any kind of AA, including DLSS, and almost always turn it off.

Games are not still images and our brains are super good at motion interpolation between discrete pixels. To me, it always looks sharper and clearer and truer to life (I have very good vision irl, so blur is unwelcome, and TAA is just... Why would you want that outside of being an effect like being drunk or stunned?).

Fuck TAA. 100%, forever.

[-] ZkhqrD5o@lemmy.world 2 points 5 days ago* (last edited 5 days ago)

Amen. But in all honesty, TAA has its place for correcting some artifacts, with clouds for example, where blur really doesn't matter. See the minecraft comment above, that's interesting.

Edit: typo.

[-] SCmSTR 3 points 5 days ago

Ah I found it. Interesting that it's a partial/combo, but no thanks. I'll absolutely try it, but I feel like I may have already seen stuff TAA partials that and it's now just a smeary top-half of my camera/screen.

I've seen so many games use TAA and I stg, every time, I wish I could turn it off but a lot of newer games you either outright can't, it's totally locked to any advanced graphics, or you can turn it off but a ton of stuff totally breaks, like foliage... Which is such a bizarre and frustrating problem.

[-] kadup@lemmy.world 3 points 6 days ago

There's a reason you had to fish for an exception to find a modern game with a forward rendering engine.

[-] ZkhqrD5o@lemmy.world 6 points 6 days ago

Okay then, but it still works. It is still hard to claim that Half-Life Alyx runs bad or looks bad. I can only judge from my perspective as a customer. Why do we use these weird, wonky, hacky solutions for deferred rendering if the other one can look just as good, run as good, but doesn't need any of these workarounds?

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[-] utopiah@lemmy.world 3 points 5 days ago

an exception

FWIW it's more than an exception IMHO it's one of the very best game I played in my life. It's more than a game, it's an experience. I was in City 17.

[-] lorty@lemmy.ml 7 points 5 days ago

Easy to not have artifacting when everything is a big smudge.

[-] kadup@lemmy.world 3 points 5 days ago

Have you used DLSS or are you extrapolating FSR 1080p and believing it looks the same?

[-] lorty@lemmy.ml 3 points 5 days ago

Yes, I have. It's also crap. The super agressive softening makes you feel like you are using a myopic camera. You could argue it's poor implementation by developers, but it makes no difference to me.

[-] Amir@lemmy.ml 1 points 5 days ago

They fixed it in DLSS 4.

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[-] Sylvartas@lemmy.dbzer0.com 8 points 6 days ago* (last edited 6 days ago)

And/or consumers insisting on playing in 4K because "big number" even though fill rate is a huge issue with modern games and you can barely tell the difference on most setups. Which would not be so bad if they also didn't want ever increasing graphical fidelity and 120+ fps on top of that

[-] ZkhqrD5o@lemmy.world 7 points 6 days ago

In my opinion, the fidelity is getting worse than what we had 10 or 20 years ago. Because now we have noise, pop-in, and the temporal smearing because of proprietary TAA and TSA. Example being Payday 3 and this new Justice League or Batman game where you play with the four characters, Which I couldn't bother to remember, Because everything about the game is way worse than the Arkham Knight game, which almost is 10 years old by now.

[-] SCmSTR 5 points 5 days ago

Man. I went back and played some native raster graphics games with no AA.

It was like I took the drunk glasses off. Everything made sense again. The headache went away. I could see. Object permanence in the engine was insane... Because it all just was.

In the late 00s and early 10s we had bad console ports. But before then, things were actually amazing. And after, when TB putting up a stink about options finally got traction, games were reaching a screaming peak and things were finally figuring it out. I really do believe that right now, we're just in that awkward early-phase of a technology (like the latest 90s with the earliest 3D being really awkward) where people are trying new things and, regardless of rhetoric or stubbornness, will eventually have to face the cold, nuanced truth, no matter what:

TAA is dung and should be flung into the sun.

[-] ZkhqrD5o@lemmy.world 2 points 5 days ago

I hear you, but what do you mean by a transitional phase? Transitioning to what? I'm curious.

[-] SCmSTR 2 points 5 days ago

I think the technology (including things like TAA), may.....sigh get better. Or it'll find its proper place in the medium or stack because people will learn how to properly use it or work with it, and efficiently.

Like in our other conversation about Minecraft clouds. Mayybe, over time (melodramatic reluctant pain) even things like TAA will find a place. Gamers will have discussed and aired their complaints, devs will also then take notice and then try new things, and standards and conventions will settle, HOPEFULLY in a direction that's pleasing to everybody involved.

I've seen it before, it'll likely happen again. Just gotta keep talking about it and keeping the community aware and active with constructive conversations and criticisms. Also we need a new Total Biscuit.

[-] Lv_InSaNe_vL@lemmy.world 1 points 5 days ago* (last edited 5 days ago)

4k is absolutely an upgrade over 1440p. I have two of them (an LCD and an OLED) and I absolutely love them in every game I play. I will admit that I'm in the super minority and because of my work history I've spent a lot of time looking at a lot of displays so I'm more sensitive to various artifacts than the normal person. And in games I always prefer looks over resolution, it needs to drop down to like 40fps or lower for me to start changing settings.

Basically, it was worth it for me but probably won't be for you. OLED is a significantly actual upgrade. You should get an OLED it'll change your life.

[-] IsThisAnAI@lemmy.world 10 points 6 days ago

I'll take dlss, frame gen, and dynamic resolution over dropping a static resolution any day.

[-] Opisek@lemmy.world 5 points 6 days ago

Without a doubt, but the problem is, developers don't care anymore to make their games run at all without DLSS. DLSS should not be the baseline.

[-] macaw_dean_settle@lemmy.world 4 points 5 days ago
[-] andros_rex@lemmy.world 11 points 5 days ago

What kind of coke do you want?

[-] desktop_user 6 points 5 days ago

finally, a map with Alaska and its diverse and strong opinions

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[-] daniskarma@lemmy.dbzer0.com 4 points 6 days ago

I use dlss in conjunction with dsl and it's the best way to avoid serrated edges. Much better than any antialias.

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this post was submitted on 31 May 2025
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