this post was submitted on 02 Feb 2024
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[–] [email protected] 140 points 9 months ago (2 children)

The human eye can only see 1 frame per 18 hours so I consider this reasonably fast.

[–] [email protected] 50 points 9 months ago (1 children)
[–] [email protected] 10 points 9 months ago

Nah, just The Lorax.

[–] [email protected] 15 points 9 months ago

You may need to consult a doctor.

[–] [email protected] 101 points 9 months ago (1 children)

i once took 12+ hours to raytrace on an 8mhz Amiga only to realize that it didn't have any light sources and so was pitch black.

[–] [email protected] 15 points 9 months ago

I share that memory. At least twice

[–] [email protected] 38 points 9 months ago

It's not that the bear dances well, it's that the bear dances at all.

[–] [email protected] 34 points 9 months ago (1 children)

60 frames per 42.5 days, playable.

[–] [email protected] 6 points 9 months ago* (last edited 9 months ago) (1 children)

You could get a totally playable fps if you play in geological time scale

Edit. Not really fpS as s stands for second, but ...

[–] [email protected] 6 points 9 months ago

Frames Per Stratum

[–] [email protected] 32 points 9 months ago

Nice, hitting that sweetspot at 42 fpm (frame per month)

[–] [email protected] 29 points 9 months ago (1 children)

I mean that's pretty fucking impressive imo. I figured a RT frame would take days to render on hardware that old

[–] [email protected] 2 points 9 months ago

And back when that computer was contemporary, it would have. We've learned a hell of a lot since Nvidia announced they had cracked real-time ray tracing all those years ago.

[–] [email protected] 27 points 9 months ago (1 children)

Now write it in Z80 assembly instead of basic and see how much faster you can get it to run.

[–] [email protected] 7 points 9 months ago

So true.

When I switched from basic to assembler on a Trash 80 Model 1, it was truly night and day

[–] [email protected] 27 points 9 months ago (1 children)

This computer is illegal in Florida, Texas, and Russia.

[–] [email protected] 9 points 9 months ago (1 children)

Is this true? Sounds like there's a story you're not telling us

[–] [email protected] 41 points 9 months ago (1 children)

It’s a rainbow thing 🏳️‍🌈

[–] [email protected] 14 points 9 months ago

Ha! You got me.

[–] [email protected] 26 points 9 months ago

It’s like playing chess by mail, but with Doom.

[–] [email protected] 13 points 9 months ago (1 children)

700 years worth of compute to do about an hour of gaming that I just did on my pc at home in realtime ... damn.

Did I math it right? I was averaging about 100 fps in hogwarts for about an hour.

[–] [email protected] 3 points 9 months ago

Say you generated 86'400'000 frames. 17h a frame that's roughly 16'767 years.

[–] [email protected] 9 points 9 months ago (1 children)

tbf that’s probably on par with the performance Cyberpunk 2077 was doing on release

[–] [email protected] 8 points 9 months ago (1 children)

Still remember loading games from cassette tapes on this thing and the Z80.

[–] [email protected] 4 points 9 months ago

"is it still loading or did it fail?"

ah, plus ça change...

[–] [email protected] 5 points 9 months ago

Since my dedicated hybrid graphics card was broken, my gaming experience is almost the same as with this one.

[–] [email protected] 5 points 9 months ago (1 children)

What resolution? I'm guessing 64x48?

[–] [email protected] 16 points 9 months ago (1 children)

The strain of going from a 32 x 22 image to a 256 x 176 one is evident in how much longer this secondary image took to render. From 879.75 seconds (nearly 15 minutes) to 61,529.88 seconds (over 17 hours). Luckily, some optimisations and time-saving tweaks meant this could be brought down to 8,089.52, or near-ish two and a half hours.

Those are really reasonable values. I guess my laptop would take that long to render a 4k image as well.

[–] [email protected] 3 points 9 months ago (1 children)

Really depends on the complexity of the frame being rendered for how fast your laptop can render it

[–] [email protected] 1 points 9 months ago (1 children)

Ray tracing speed primary depends on the number of pixels, not the complexity of the scene.

[–] [email protected] 2 points 9 months ago* (last edited 9 months ago) (1 children)

The complexity of your scene makes a huge difference. If your scene has fewer things for light to bounce off of, doing the ray tracing is much faster

(Source: I do blender renders with cycles)

[–] [email protected] 2 points 9 months ago (1 children)

So I'm not exactly sure how Blender implements this. There can be a few details that can make a huge difference. Just for starters, is Blender rendering 100% ray tracing here, or is it a hybrid model with a rasterizer. Rasterizers tend to scale with the number of objects, while ray tracing scales with the number of pixels. A hybrid will be, obviously, something in between.

Then there is how it calculates collisions. There is a way to very quickly detect collisions of AABB boxes (basically rectangles that surround your more complicated object), but it takes a little effort to implement this and get the data structures right. You can actually do Good Enough sometimes by matching every ray to every AABB, and then you do more complex collision checking against what's left, but there's a certain scale where that breaks down.

Blender is generally very well done from what little I know of it, but I'm not sure how it handles all these tradeoffs.

[–] [email protected] 1 points 9 months ago

So, as far as I know the cycles engine does ray tracing until it hits a noise threshold, then does ai denoising for the final cleanup. You can see where the more visually complex parts of your render are, because it will take a lot longer to render to a less noisy state. I don't know specifics of how it works under the hood, but given how complex parts of your image take longer to tender to an acceptable threshold than simpler parts it seems obvious to me that render time scales with complexity.

[–] [email protected] 4 points 9 months ago (1 children)
[–] [email protected] 1 points 9 months ago

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[–] [email protected] 0 points 9 months ago

This is what it was like using 3D programs on an Amiga in the late 80s or early 90s. One image took hours and hours to render. 5-6 hours would be a short one, usually it was more like 12.

[–] [email protected] -2 points 9 months ago

How many btc per decade is that?

[–] [email protected] -3 points 9 months ago (3 children)

I can't help to think that all that amount of effort could be better spent.

[–] [email protected] 10 points 9 months ago

But where’s the fun in that?

[–] [email protected] 9 points 9 months ago
[–] [email protected] -2 points 9 months ago* (last edited 9 months ago)

I was thinking the same sort of thing. What'd I'd kill for the time to spend on useless shit heh.