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day ???/??? ascii art generation i have successfully added a performant terminal rendering pipeline! frames are rendered as and when they are decoded now (what you see in the video is real time) here's the opening to Serial Experiments Lain on wezterm. 60 fps, locked. with zero hiccups. enjoy...

34,389 次观看 • 1 年前 •via X (Twitter)

11 条评论

ronin 的头像
ronin1 年前

made with zig, multithreading, and a decent amount of time

gooby 的头像
gooby1 年前

Could you render webpages somehow so you could browser the web in the terminal lol

ronin 的头像
ronin1 年前

@yacineMTB was able to do this using chrome debugging protocol and he was scrolling x on his terminal lmfao

noah 的头像
noah1 年前

Do jujutsu kaisen intro

ronin 的头像
ronin1 年前

which one

0xECS ⎊ 的头像
0xECS ⎊1 年前

this is insane work bro what did you do to make it so performant? encoding algorithms etc. been wanting to make a real time encoding engine myself and then make a TUI video streamer for different video streaming websites😂

ronin 的头像
ronin1 年前

this is specific for the terminal rendering: >multithreading >framebuffer with a bit of added latency to render smoothly >minimal heap allocations it's all on the cpu! i'm going to learn gpu stuff soon

(infinite-jes) 的头像
(infinite-jes)1 年前

did you post the code yet?

ronin 的头像
ronin1 年前

its been up!

khyro 的头像
khyro1 年前

fuck it, i am going to start hating on you now, you too good

ronin 的头像
ronin1 年前

bro 😭

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In my previous post about the #Nioh3 demo, I mentioned that when the game isn’t consistently holding 60 FPS or 120 FPS, several issues can show up. Here’s a clearer breakdown of what's going on. The main reason is that the game speed and physics are tied to the frame rate. When you enable the 120 FPS cap, the engine start overreacting and pushes CPU usage very high, even if the game is still running at around 60 FPS (as shown in the first example). In the second clip, you can see the uneven, jittery camera movement I mentioned before. Notice how much smoother 60 FPS and 120 FPS look compared to the unlocked side. Also, camera movement at 60 FPS is slightly faster than at 120 FPS. In the third clip, player movement is slower when the frame rate is unlocked. This doesn’t happen all the time, but it shows up often enough to be noticeable. Because of how the Katana Engine behaves, the game is clearly designed around 60 FPS. Running at 120 FPS is possible, but it’s only recommended if your system can maintain that target almost all the time, which isn’t easy to achieve. There’s also an alternative workaround where you select the 60 (locked) option and enable Frame Generation (DLSS or FSR 3), as shown in the last clip. The downside is that DLSS Frame Generation tends to show the same stuttery look as when the frame rate isn’t holding a fixed target, likely due to Reflex keeping the frame rate slightly below target. FSR Frame Generation, on the other hand, looks much smoother and works better here.

BenchmarKing

17,820 次观看 • 6 个月前