@NeverSinkDev you don't have to make a new character for this, you can pay someone on TFT discord and have the same result on any character no matter your level.
@NeverSinkDev Calling this an exploit is a stretch imo. The temple is there, pressing checkpoint doesn't mean you're exploiting..
Furthermore all it's doing is speeding up the building of a temple, you can have the same results but would take much longer to setup.
also..
@METR_Evals Interesting.
Not going to lie, was hoping for better performance, still a win though.
in particular when compared to sonnet 4. Nice to see.
@vimota worth noting that most claimed context numbers of models are BS. in truth all models context falls off HARD after 32k. The majority even before that, 8k. Even If they claim 100k or 2m.
@vimota the issue with cursor and most other tools is related to context. Extreme cost cutting by reducing context and trying to make it up with smart strategies.
Claude code doesn't do any of that. it gives you the full context.
And anthropic know how to use claude well.
In 2023.2, #unity3d HDRP's volumetric clouds will look much better due to improved self-shadowing, now utilizing beer shadow maps. The same self-shadow technique used for volumetric clouds in Horizen forbidden and unreal engine.
#indiedev#gamedev#graphics
@lucasmeijer o1 performs similarly with text summaries and the like, the benchmarks are very similar/slightly ahead of 4o, and I assume Claude 3.5 with similar text tasks.
the impressive part comes from tasks that require reasoning.
@lucasmeijer Not sure what you mean, if you mean o1 shows it, it doesn't, just a simplified summary.
And it's not the typical CoT you'd get from a prompt, look at their blogs for the full unhidden 'thinking' part, it's actually crazy cool & impressive to see how it thinks.
#unity3d will soon release a github project around the new HDRP water. It's intended to be used as an easy way to understand how the new water feature works, how to create custom shaders for it with Shadergraph using the new water nodes.
#gamedev#indie
Sneak peek:
Look at that flowing water!
This scene was made in unity with HDRP, using built-in volumetric fog, shadows, SSGI, volumetric clouds and tons of post processing magic. Oh and the object terrain blending highlighted in my previous tweet!
#unity3d#gamedev#MadeWithUnity
@Kvichko_JJ@TheGennadiy@wickedgame You're most likely CPU bottlenecked.
Your GPU utilization is at 30%, which means your CPU is too slow compared to your GPU.
Specifically in games when it comes to CPUs, you mostly only care about single-thread performance.
Not the amount of cores or threads you have.
@Gheeyom Huge fan of outward, but that preview video was not good at all.
If the preview is for a dungeon area, why spend so long complaining about how shallow the demo due to the missing open world, on repeat.
The whole offhand thing is just not true. You could use a shield in OW1.
@scionti_design @LeartesStudios Did you have to do any custom lightmap UVs for the assets or bake as is? Unreal generated or done as part of the asset by Leartes?