strangecasts
Joined 11 years ago
Joined 11 years ago
If you were recommending VPS providers to someone new to making web apps, it would be malpractice to recommend one that can bill them thousands if they misconfigure things (like AWS previously did), and Simon's argument is that LLMs should likewise favor services with budget caps
> I'd also be interested in how post-processing fits in with this.
I think screenspace effects like film grain and tonemapping are excluded in the same way UI elements are rendered separately from the game.
> The inference interface uses the engine-rendered RGB image as a dense, registered observation of visible scene appearance. It provides dense, pixel-aligned evidence for object support, occlusion boundaries, composition, and local material properties; engine motion vectors separately provide temporal correspondence.
> Existing image generative models commonly rely on text embeddings, exemplar images, or spatial control fields such as depth, edges, segmentation, and pose [...] These conditions are effective for general-purpose generation and editing, but they do not uniquely determine the object identities, materials, visibility relationships, lighting decisions, and pixel-aligned detail contained in an engine-rendered frame. DLSS 5 is therefore conditioned on the rendered frame itself.
(Likewise I can see "you should have read through your generated code and understood the key points yourself" becoming the rule of thumb for keeping maintainers accountable in a project, keeping the pace of changes manageable, and keeping the codebase from becoming a rat's nest _only_ agents can work with)