> GPUFORT: S2S translation tool for CUDA Fortran and Fortran+X in the spirit of hipify After applying all the matchers, the output HIP source is produced. It translates CUDA source into an abstract syntax tree, which is traversed by transformation matchers. > hipify-clang is a clang-based tool for translating CUDA sources into HIP sources. We are working with AMD and Intel to get the new kernels working on their GPUs, possibly using different APIs (such as CYCL, HIP, Metal, …).ĪMD ROcm supports Pytorch, TensorFlow, MlOpen, rocBLAS on NVIDIA and AMD GPUs: We can only make the kinds of bigger changes we are working on now by starting from a clean slate. > The combination of the limited Cycles split kernel implementation, driver bugs, and stalled OpenCL standard has made maintenance too difficult. Blender re: removal of OpenCL support in 2021 : > GPGPU stands for General-purpose computing on graphics processing units. those whose art styles fit whatever the AI creates), but it wont let someone without artistic skills suddenly make high quality art assets.įrom the Arch wiki, which has a list of GPU runtimes (but not TPU or QPU runtimes) and arch package names: OpenCL, SYCL, ROCm, HIP,: : What will actually happen is that people with some artistic skills will be able to do things faster than they were able before - it will improve several types of games (i.e. This wont be solved by AI, at the end of the day someone will have to decide that something looks good and someone will have to integrate whatever output the AI creates with the game. These tools wont replace artists or needing some sort of artistic sense - there are several indie games that had professional artists working on the assets but the developers behind them completely massacred their art.Īs an example check out Frayed Knights on Steam - i really like the game and think it is both very fun and a very competent freeform blobber RPG, but despite the author having help from artists (and he even worked in some beloved PS1 games himself so he wasn't an amateur at it), the visuals are downright ugly - the UI even looks worse than the default Torque theme! The fact that the game was shipped with what it looks like a rough placeholder made in MS paint for the inventory background, tells me that the only reason for that is that the developer (whom, do not get me wrong, i otherwise respect, just not when it comes to visuals) is blind when it comes to aesthetics (which is a shame because the actual game is both very humorous and has an actually deep character system - but due to the visuals it was largely ignored). PS: You can Batch Upscale the 512 to beautiful 2k+ with this link: I'm forgetting stuff surely, but it's the best I can do. I'm currently at my 200th file iteration.ĬrazyBump, all the cool kids are using it. You can get guidance and copy business ideas here:įor textures: Once you have generated the color map (diffuse) from StableDiffusion, you can use CrazyBump to BATCH create the normal map and displacement map. This is the best page on the internet right now. Well, fuck money anyway right? Here's a tip, you can produce all you need if you follow this guide: I'm currently trying to put 1000x wallpaper seamless textures into UE5 Marketplace. toCanvas ( ) // set img src, and width height $ ( '#img1' ). init ( 256, 256 ) // - texture 1 - var canvas1 = generator. initialize the generator var generator = tgen.
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