the talk show linked in another comment. hazelight studios is valued at 10 billion SEK and he is the owner.
Fares is the one billionaire i respect, since he only just became one (due to hazelight’s value rocketing up). he came to Sweden as a refugee at age ten, spent all his life just making fun movies, got into games, then exploded internationally in just a few years.
he was a guest on a talk show recently, together with the new world champion of the women’s biathlon. when the topic of prize money came up and she mentioned she got 300k SEK for her win, he got pissed at the small amount and wired her another 300k on the spot.
i don’t know that anyone calls them rpgs.
people are fucking weird. especially when it comes to porn. just look at the amount of effort people put into skyrim porn mods, or source filmmaker.
i’m not, no. but i’m also well-enough versed in stable diffusion and loras that i know that even a model with no training on a particular topic can be made to produce it with enough tweaking, and if the results are bad you can plug in an extra model trained on at minimum 10-50 images to significantly improve them.
no, it sort of is. considering style transfer models, you could probably just draw or 3d model unknown details and feed it that.
moz are behind llamafiles, but ollama is a separate entity.
also, chat models are just not that useful. i’m all for their local translation models and the like, but chat is just a toy.
Most people want features like AI
as someone who runs local inference all the time, i think that centralized online models have no place anywhere near consumers. partly because the things they offer are trivial and offload critical skills, partly because they require insane amounts of energy, and partly because they are privacy nightmares. all things that are against moz’s stated mission. and yet here we are.
so why weren’t they in there before? moz’s lawyers have obviously never thought they even need a policy before now, so what changed?
seems i’ve been a bit mistaken. on page 68 of the GU SOM-census you can see the enormous shift in the public opinion. unfortunately it doesn’t go beyond 2022. i’d be interested in seeing how it changed through the application process. Officerstidningen says support went down after 2022 but they don’t have a graph.
i still think it was a brexit-style peek above the surface for the join side, because the stuff we’ve had to give up to join has not been popular.
as long as it works on a full consensus system for decisions it’s a time bomb.
bit too much enthusiasm on Troy’s face to match reality. we didn’t want to join. the current government didn’t promise joining during the elections. there was no referendum, and at no point during the past ten years would the join side have won if there was one.
we had to remove trade barriers to get in. we put those up because we didn’t want to sell weapons to countries systematically violating human rights on their own soil.
the main hurdle, other than the obvious one that the more performance drive trains require conflict minerals, is one of upsell. customers expect evs to be more expensive, so lower trim levels are not available for the electric version.
the peugeot e308 has the same price increase.
also, engineering a car for multiple drive trains is more expensive to begin with.
as long as it’s between instances and not exposed to end-users, yeah i think that was the original use case.
from the images on the front page, i get the feeling the userbase is tiny
well, sorta. some engines like unreal have indeed dropped physx (in fact that’s the only one that’s in there as having dropped it), but there are some heavy hitters in there. unity did not drop it as far as i know, but they have a separate version without it that’s not made for games.
i also happen to know that ARMA 3, which is not on the list, is a heavy physx user. so i don’t know how accurate any of our lists actually are.
my takeaway from this list is that if nvidia follows suit with their AX series and other pro cards, they are going to lose significant market share with the CAD and CFD crowd, because those guys have 40 year old codebases and they are not going to be happy that they have to rewrite a subsystem.
this is an incomplete list. as per the wiki article:
PhysX in Video Games
PhysX technology is used by game engines such as Unreal Engine (version 3 onwards), Unity, Gamebryo, Vision (version 6 onwards), Instinct Engine, Panda3D, Diesel, Torque, HeroEngine, and BigWorld.
As one of the handful of major physics engines, it is used in many games, such as The Witcher 3: Wild Hunt, Warframe, Killing Floor 2, Fallout 4, Batman: Arkham Knight, Planetside 2, and Borderlands 2. Most of these games use the CPU to process the physics simulations.
Video games with optional support for hardware-accelerated PhysX often include additional effects such as tearable cloth, dynamic smoke, or simulated particle debris.
PhysX in Other Software
Other software with PhysX support includes:
- Active Worlds (AW), a 3D virtual reality platform with its client running on Windows
- Amazon Lumberyard, a 3D game development engine developed by Amazon
- Autodesk 3ds Max, Autodesk Maya, and Autodesk Softimage, computer animation suites
- DarkBASIC Professional (with DarkPHYSICS upgrade), a programming language targeted at game development
- DX Studio, an integrated development environment for creating interactive 3D graphics
- ForgeLight, a game engine developed by the former Sony Online Entertainment
- Futuremark’s 3DMark06 and Vantage benchmarking tools
- Microsoft Robotics Studio, an environment for robot control and simulation
- Nvidia’s SuperSonic Sled and Raging Rapids Ride, technology demos
- OGRE (via the NxOgre wrapper), an open source rendering engine
- The Physics Abstraction Layer, a physical simulation API abstraction system (it provides COLLADA and Scythe Physics Editor support for PhysX)
- Rayfire, a plug-in for Autodesk 3ds Max that allows fracturing and other physics simulations
- The Physics Engine Evaluation Lab, a tool designed to evaluate, compare, and benchmark physics engines
- Unreal Engine game development software by Epic Games. Unreal Engine 4.26 and onwards has officially deprecated PhysX.
- Unity by Unity ApS. Unity’s Data-Oriented Technology Stack does not use PhysX.
Solid should have a bigger role in this article than just a mention. it’s literally the standard, it was the standard before atproto, and they just chose to build something else.