View allAll Photos Tagged gpu
Final Fantasy XV (Benchmark)
• Nvidia Ansel w/ Super Resolution
• Image Composite Editor
Got the Demo up and running too, made a bunch of shots but I'll finish with these first :D
I may post FFXV stuff for a while now, because I was quite obsessed with it on PS4 and I'm excited I can also run it on PC despite my limited GPU. Will try to still keep some variety though because I also have old albums left abandoned.
In other words I'm slowly getting back to shooting, I really missed it.
hardware pc ATI AMD cpu gpu intel nvidia agp pci vga dvi hdmi
hardware pc ATI AMD cpu gpu intel nvidia agp pci vga dvi hdmi
hardware pc ATI AMD cpu gpu intel nvidia agp pci vga dvi hdmi
Creo que fue el 2-III-66. Me encontraba en mi posición de costumbre: leyendo sobre un cajón a la entrada de la ferretería. Era de tarde, creo. El libro que leía: La Hora Veinticinco, mantenía entonces toda mi atención en su contenido.
De pronto oí un chasquillo que me obligó a desviar la vista: diagonal a mi estaba un tipo con un flash en actitud de disparar. Permanecí impávido. Quise decir algo pero antes de lograrlo sentí la luz de la máquina. Entonces protesté: “es inútil, ha hecho mal, no compro fotos”. El tipo se largó sin decir palabra alguna.
Yo me olvidé del incidente. Hoy vino, recordé la ocasión y adquirí la foto. Fue tan inesperada!. Algo parecido debe ser un balazo; creo que debido a eso fue mi iniciada actitud hostil.
gmo, 14 de marzo del 1966. 11:20am.
Bode's Galaxies M81 and M82 in the constellation Bid Dipper
Firstlight with my first Newton ever
Besides the collimation and the camera distance to the coma corrector are far from prefect, i'm still impressed from the fine resolution of the 10 inch mirror :)
Cam: Canon EOS 7Da
Scope: Lacerta Newton ohne Namen 254/1000
Coma Corrector: Lacerta/SkyWatcher GPU
Astromount: SkyWatcher AZ-EQ6 GT
Autoguider: Lacerta M-GEN plus Finderscope 9x50
20x 600sec | ISO400
Processed with PixInsight, PS
My Astrobin My 500px My Facebook
© Claus Steindl
M51 2014-05-25 Crop_1
120min. (12x600sec. ISO800), 40 Flats, 40 Flatdarks, 40 Biasframes
GSO 200/1000 Newton (selfmade tuning)
Skywatcher NEQ6 Synscan (VTSB mod)
Canon EOS 60D (mod)
GPU Coma Corrector
Autoguiding per Lacerta Off Axis Guider, Alccd5L-IIc, PHD2 Guiding
Dithering per BackyardEOS
132x300s @800ISO
Canon Eos 600D
Optolong L-eNhance
Vixen R200SS
GPU coma corrector
Takahashi EM200
Primalucelab Eagle
Posting some old stuff before new adventures arise. This is Cuba 12 years ago.
We were in this 3 seat moped cruising the streets of Havana from city centre to the stadium.
I'm testing this new "Artificial Intelligence" photo software which removes motion blur, improves sharpness and adds detail. This was taken with my old Pentax *ist DS with DA 21mm f/3.2 Limited lens. This is a 6 megapixel camera. I think the results are pretty amazing.
It performs it's "AI" magic using GPU power and it takes some 30 sec to a minute on my GTX 1060. In the years to come, we can expect this kind of processing power in-camera! This is going to be good.
Airline: Air Canada
Aircraft: Boeing 787-8 Dreamliner
Registration: C-GHPU
Route: Toronto (YYZ) to London Heathrow (LHR)
Flight Number / Callsign: AC856 / ACA856
Nottingham City Transport Scania Omnidekka 916 (YT61 GPU) stands on Milton Street Nottingham, 25th January 2018. YT61 GPU is a Scania N230UD chassis fitted with a Optare H51/35F body, part of a batch of thirty two vehicles delivered in 2011
This GeForce FX5900's GPU is 2 generations older than the G71 I've posted yesterday, and was paired with a AMD Athlon XP 2500+ (overclocked to 3200+) and 2x256MB of DDR400 RAM on my first proper gaming PC I built in 2003.
The GeForce FX5900 had a hard time competing with the Radeon 9700/9800 Pro from ATi as both were faster on almost all benchmarks, but I bought the GeForce anyway, because, well, fanboy is fanboy...
Pendleton's room in the Hound Pits Pub ripped from Dishonored and rendered in UE4.
Here's something that's been mostly complete for about a year. I ended up getting stuck on making the dust motes floating next to the windows. UE4's new(ish) particle system includes a default dust particle effect, which works really well in motion, but I struggled getting something I was happy with for a still screenshot. I absolutely spent way too much time tweaking useless values, as is tradition since I first opened Source Filmmaker. Games generally seem to have dust motes that are pretty large, I imagine to avoid shimmering you'd want them to be at least 1 pixel big. In the end I made them so subtle that you can't even see them unless you zoom in.
The volumetric fog being lit from the sunlight through the windows is using a proper 3D texture this time. Previously I was using volumes in a particle system with 2D noise textures stretched across them and I would render a whole bunch of frames and cherry pick the best ones, because most of the time the stretching was very obvious. This gives much more control, looks way nicer, and is deterministic so I can find some settings I like and it'll always look the same. Once again, I toned down the effect quite a bit so you can't really tell from just looking at this, but it looks pretty nice in motion if I ever turn these things into a video. I followed this incredible tutorial asher.gg/?p=2600 but I stopped after two layers of noise. It's worth clicking on that link for the pretty pictures. Also, the direct sunlight for this is fake and only illuminates the fog.
This scene is being lit by a HDRI and two lamps inside the room. I was having a bit of difficulty with this until they added GPU Lightmass, which could bake the lighting in higher quality and waaaaaay faster than before. For reference, the lighting for this render live.staticflickr.com/65535/51400692279_e8a0b6aceb_o.jpg took about 15 hours to bake on my CPU, and the final image took maybe an hour at quality settings far higher than what I actually needed. You can see some weird shadows on the couch that were fixed by using GPU Lightmass (normal maps are far more complicated than I thought they were). You can also see the improvement I made to the rug which I was pretty happy with, zoom in on the final image! The light from the lamp is baked but the shadows are raytraced.
live.staticflickr.com/65535/51399918951_a1f0baaccb_o.jpg Here's a screenshot from the actual game. I think of this purely as fan art and not an attempt to remaster the game.
Despite this being a dusty shit hole I think it's a pretty cosy room. Thanks for reading!
1993 Renault Safrane 2.0 RT auto.
Supplied by John Pease Motors of Braintree (Renault). Last MoT test expired in November 2013.
AMD RV670 gpu die
TSMC 55nm technology
TeraScale microarchitecture
320 unified shaders
16 TMUs
16 ROPs
256-bit memory bus
2007
More mutilated Menger code.
A big shortcoming of Pixel Bender is that it is not possible to store the parameter values. Everytime I modify the DE kernel, all parameters are reset to their default values. It is almost easier to change the parameters in the script instead of using sliders - they are quite unresponsive on my laptop anyway :-)
Created using Subblue's Pixel Bender raycasting script and a DE inspired by Knighty's examples.