A list of puns related to "Foundry model"
Edit: Updated post with more testing here: https://www.reddit.com/r/Amd/comments/o859le/more_fsr_taau_dof_testing_with_kingshunt_detailed/
I noticed in the written guide they put up that they had a picture of 4k Native, which looked just as blurry on the character's textures and lace as FSR upscaling from 1080p. So FSR wasn't the problem, and actually looked very close to Native.
Messing around with Unreal Unlocker. I enabled TAAU (r.TemporalAA.Upsampling 1
) and immediately noticed that the whole character looked far better and the blur was removed.
Native: https://i.imgur.com/oN83uc2.png
TAAU: https://i.imgur.com/L92wzBY.png
I had already disabled Motion Blur and Depth of Field in the settings but the image still didn't look good with TAAU off.
I started playing with other effects such as r.PostProcessAAQuality
but it still looked blurry with TAAU disabled. I finally found that sg.PostProcessQuality 0
made the image look so much better... which makes no sense because that is disabling all the post processing effects!
So one by one I started disabling effects, and r.DepthOfFieldQuality 0
was the winner.. which was odd because I'd already disabled it in the settings.
So I restarted the game to make sure nothing else was conflicting and to reset all my console changes, double checked that DOF was disabled, yet clearly still making it look bad, and then did a quick few tests
Native (no changes from UUU): https://i.imgur.com/IDcLyBu.jpg
Native (r.DepthOfFieldQuality 0
): https://i.imgur.com/llCG7Kp.jpg
FSR Ultra Quality (r.DepthOfFieldQuality 0
): https://i.imgur.com/tYfMja1.jpg
TAAU (r.TemporalAA.Upsampling 1
and r.SecondaryScreenPercentage.GameViewport 77
): https://i.imgur.com/SPJs8Xg.jpg
As you can see, FSR Ultra Quality looks better than TAAU for the same FPS once you force disable DepthOfField, which TAAU is already doing (likely because its forced not directly integrated into the game).
But don't take my word for it, test it yourself. I've given all the tools and commands you need to do so.
Hopefully the devs will see this and make the DOF setting work properly, or at least make the character not effected by DOF because it really kills the quality of t
... keep reading on reddit β‘Is the document model introduced in Foundry 0.8 going to be expanded?
I for one would like to see objects like actors, journal entries, and items optionally in separate files, linked by file name, not encoded into the DB. The DB would contain the file name, the scenes would contain the file names, the inventories would contain file names.
This would make management of these things much easier: deleting an actor out of the DB would leave it in the scene, since the scene would still have a reference. If you went back to that scene and clicked on the token it would work, not be broken. Exporting a scene would leave the file names in it: to make sure the scene works on some other system you just have to make sure you've got all the files... export scripts could follow the links and copy all the files. Journal entries would no longer break, items would no longer break.
---- some performance considerations ----
This would require a cache above and beyond the normal web cache.
When reading a file, first check a loaded cache (built by loading) if not found it would try to read the file from the path and put it into the loaded cache. The cache is a LRU cache.
For speeding up loads the first time, the server could save it's loaded cache by session, so recently used files are in blobs. So when restarting the server, the last loaded cache is loaded to start it quicker. When clients connect, the last loaded cache can be sent as one operation so the server does not have to serve a bunch of small files.
This would mean that a user could screw himself by manually editing files on disk that are in the cache, so a 'delete cache and reload' button would be required for that circumstance.
--- some script benefits ----
Some buttons to manage the world:
A simple script could put actors in a scene back into the DB,
another one could delete all unreferenced files (files not found in any scene, db, compendium, or entity) for clean up and compaction.
This idea could be extended to references to images and audio
This may seem weird but as a major enthusiast for foundry, I am puzzled how sustainable the βone paymentβ system is in the long term.
Is $50 bucks once (Iβm being imprecise here) enough to keep the business growing? Is the plan to make money from official game sets?
I had to be seen as asking to pay more money but is it too good a bargain?
"While we are encouraged to hear Intel laying out an extensive roadmap to achieve technology parity with TSMC by 2024 and to reclaim technology leadership by 2025, we believe it will not materially change TSMC's fundamentals in the foreseeable future even if Intel seamlessly executes the plan. We believe TSMC's competitive advantage is built upon a wholistic foundry model rather than just technology leadership. The war between Intel Foundry Services (IFS) and TSMC, in our view, is an asymmetric one that favors TSMC, because technology parity alone may not lead a mass exodus of TSMC's existing customers to Intel. In our view, only if Intel achieves a decisive and sustaining technology lead over TSMC, which we see as unlikely to happen until 2025 the earliest, would IFS have a shot at poaching TSMC's major customers. Nevertheless, we celebrate the technology competition between world's two leading semiconductor powerhouses, as the world will much benefit from competition regardless of who wins the war several years down the road."
https://preview.redd.it/w447d36ldsd71.png?width=1651&format=png&auto=webp&s=eccc4c7c54c19cc00dedac84c9963ad5c00c50b5
Earlier this week, I made this post analyzing Weapon Models for Cassoid and Nadir. This is the same type of post, but on a larger scale: this post will cover all 10 Weapon Foundries of the Last City respectively and at least 1 version of a weapon: some have 1-2 other variants of that weapon as well that I included on the list.
The goal of this post is to identify which Foundry created which weapon design (model) first. Since this post is about the Foundries within the Last City, this will exclude other Human weapons manufacturers like Braytech and the Militia.
This is the last major weapons-based post I wanted to share with y'all before focusing on posts for each individual foundry covering their lore entries, affilations, and a more detailed look at their arsenals. You can expect more Foundry Lore from me throughout March and probably April.
Foundries each have their own iconic weapon models with unique parts, but in early D1, many weapons did share similiar and even identical parts like stocks, trigger grips, magazines, under-barrel handles, visual profile, and so on. When comparing weapon parts, especially for any D1 weapons, you may notice more similiarities than differences at first, so I developed a logic to help analyze models.
Here's the logic I used to determine which Foundry developed which weapon design/concept:
Foundry | Weapon Name | Weapon Series (Typical) |
---|---|---|
[The |
A couple of models that are in D2 atm, not being used for legendaries:
SUROS hand cannons
VEIST scout rifles
HAKKE smgs, auto rifles, scout rifles
OMOLON smgs, auto rifles, scout rifles
Iβm sure there are many more but these are the ones that came off the top of my head.
Also, a couple models that could be ported from D1:
OMOLON sniper rifles
HAKKE pulses (maybe even with 4-round burst again?)
Again, probably forgetting a few, but you get the point.
Thereβs also some really cool ideas for new models for foundries, like sidearms from other foundries besides OMOLON, SUROS autos or smgs, and a wealth of new weapons types that could be introduced through VEIST.
Iβm sure these wouldnβt be too hard to recolor and add to Bansheeβs loot pool as legendaries. Some of these models are really cool and could fill a gap that we are going to be left with as more and more weapons get sunset.
Edit: Updated post with more testing here: https://www.reddit.com/r/hardware/comments/o85afh/more_fsr_taau_dof_testing_with_kingshunt_detailed/
I noticed in the written guide they put up that they had a picture of 4k Native, which looked just as blurry on the character's textures and lace as FSR upscaling from 1080p. So FSR wasn't the problem, and actually looked very close to Native.
Messing around with Unreal Unlocker. I enabled TAAU (r.TemporalAA.Upsampling 1
) and immediately noticed that the whole character looked far better and the blur was removed.
Native: https://i.imgur.com/oN83uc2.png
TAAU: https://i.imgur.com/L92wzBY.png
I had already disabled Motion Blur and Depth of Field in the settings but the image still didn't look good with TAAU off.
I started playing with other effects such as r.PostProcessAAQuality
but it still looked blurry with TAAU disabled. I finally found that sg.PostProcessQuality 0
made the image look so much better... which makes no sense because that is disabling all the post processing effects!
So one by one I started disabling effects, and r.DepthOfFieldQuality 0
was the winner.. which was odd because I'd already disabled it in the settings.
So I restarted the game to make sure nothing else was conflicting and to reset all my console changes, double checked that DOF was disabled, yet clearly still making it look bad, and then did a quick few tests
Native (no changes from UUU): https://i.imgur.com/IDcLyBu.jpg
Native (r.DepthOfFieldQuality 0
): https://i.imgur.com/llCG7Kp.jpg
FSR Ultra Quality (r.DepthOfFieldQuality 0
): https://i.imgur.com/tYfMja1.jpg
TAAU (r.TemporalAA.Upsampling 1
and r.SecondaryScreenPercentage.GameViewport 77
): https://i.imgur.com/SPJs8Xg.jpg
As you can see, FSR Ultra Quality looks better than TAAU for the same FPS once you force disable DepthOfField, which TAAU is already doing (likely because its forced not directly integrated into the game).
But don't take my word for it, test it yourself. I've given all the tools and commands you need to do so.
Hopefully the devs will see this and make the DOF setting work properly, or at least make the character not effected by DOF because it really kills the qualit
... keep reading on reddit β‘I noticed in the written guide they put up that they had a picture of 4k Native, which looked just as blurry on the character's textures and lace as FSR upscaling from 1080p. So FSR wasn't the problem, and actually looked very close to Native.
Messing around with Unreal Unlocker. I enabled TAAU (r.TemporalAA.Upsampling 1
) and immediately noticed that the whole character looked far better and the blur was removed.
Native: https://i.imgur.com/oN83uc2.png
TAAU: https://i.imgur.com/L92wzBY.png
I had already disabled Motion Blur and Depth of Field in the settings but the image still didn't look good with TAAU off.
I started playing with other effects such as r.PostProcessAAQuality
but it still looked blurry with TAAU disabled. I finally found that sg.PostProcessQuality 0
made the image look so much better... which makes no sense because that is disabling all the post processing effects!
So one by one I started disabling effects, and r.DepthOfFieldQuality 0
was the winner.. which was odd because I'd already disabled it in the settings.
So I restarted the game to make sure nothing else was conflicting and to reset all my console changes, double checked that DOF was disabled, yet clearly still making it look bad, and then did a quick few tests
Native (no changes from UUU): https://i.imgur.com/IDcLyBu.jpg
Native (r.DepthOfFieldQuality 0
): https://i.imgur.com/llCG7Kp.jpg
FSR Ultra Quality (r.DepthOfFieldQuality 0
): https://i.imgur.com/tYfMja1.jpg
TAAU (r.TemporalAA.Upsampling 1
and r.SecondaryScreenPercentage.GameViewport 77
): https://i.imgur.com/SPJs8Xg.jpg
As you can see, FSR Ultra Quality looks better than TAAU for the same FPS once you force disable DepthOfField, which TAAU is already doing (likely because its forced not directly integrated into the game).
But don't take my word for it, test it yourself. I've given all the tools and commands you need to do so.
Hopefully the devs will see this and make the DOF setting work properly, or at least make the character not effected by DOF because it really kills the quality of their work!
See here for more info on TAAU
[See here for
... keep reading on reddit β‘Please note that this site uses cookies to personalise content and adverts, to provide social media features, and to analyse web traffic. Click here for more information.