1741108937695395885, 1871630300222259212

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---
title: "@NOTimothyLottes Thought surface only gi was a heavy-handed optimization (like heightmap terrain for sdf schemes)."
type: archive
source: twitter
source_url: "https://x.com/Ak4115x/status/1741317397225644500"
author: "Ax Bx"
handle: Ak4115x
post_id: "1741317397225644500"
date: 2023-12-31
archived: 2026-08-26
draft: false
tags:
- archive
- twitter
- NOTimothyLottes
description: "@NOTimothyLottes Thought surface only gi was a heavy-handed optimization (like heightmap terrain for sdf schemes)."
in_reply_to: ""
parent_post_id: "1741108937695395885"
---
## Source
- URL: https://x.com/Ak4115x/status/1741317397225644500
- Author: Ax Bx (@Ak4115x)
- Posted: 2023-12-31 04:36:34
## Branch
**1/** **@Ak4115x** ^1741317397225644500
**@NOTimothyLottes**
Thought surface only gi was a heavy-handed optimization (like heightmap terrain for sdf schemes).
**2/** **@NOTimothyLottes** ^1741323006633193892
**@Ak4115x**
Choose your smoke and mirrors
## Related
- Spine: [[archive/threads/NOTimothyLottes/2023-12-30-temporally-amortized-translucency-multi-bounce-gi]]
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---
title: "Temporally amortized translucency | multi-bounce GI: shade in VT object space with replacement, roughly order by most distant (in reflected bounce or transparent layer) 1st to improve chance that dependent layers dont alias at same time, where aliased just amortizes across frames"
type: archive
source: twitter
source_url: "https://x.com/NOTimothyLottes/status/1741108937695395885"
author: "NOTimothyLottes"
handle: NOTimothyLottes
post_id: "1741108937695395885"
date: 2023-12-30
archived: 2026-08-26
draft: false
tags:
- archive
- twitter
- NOTimothyLottes
description: "Temporally amortized translucency | multi-bounce GI: shade in VT object space with replacement, roughly order by most distant (in reflected bounce or transparent layer) 1st to improve chance that dependent layers dont alias at same time, where aliased just amortizes across frames"
in_reply_to: ""
---
## Source
- URL: https://x.com/NOTimothyLottes/status/1741108937695395885
- Author: NOTimothyLottes (@NOTimothyLottes)
- Posted: 2023-12-30 14:48:13
## Thread
**1/** **@NOTimothyLottes** ^1741108937695395885
Temporally amortized translucency | multi-bounce GI: shade in VT object space with replacement, roughly order by most distant (in reflected bounce or transparent layer) 1st to improve chance that dependent layers dont alias at same time, where aliased just amortizes across frames
Branches: [[archive/threads/NOTimothyLottes/2023-12-30-temporally-amortized-translucency-multi-bounce-gi/2023-12-31-Ak4115x-thought-surface-only-gi-was-a-heavy-handed]]
@@ -0,0 +1,48 @@
---
title: "Been playing with the spatial energy redistribution for half a decade for CRT-stylized scaling."
type: archive
source: twitter
source_url: "https://x.com/NOTimothyLottes/status/1871630300222259212"
author: "NOTimothyLottes"
handle: NOTimothyLottes
post_id: "1871630300222259212"
date: 2024-12-24
archived: 2026-08-26
draft: false
tags:
- archive
- twitter
- NOTimothyLottes
description: "Been playing with the spatial energy redistribution for half a decade for CRT-stylized scaling."
in_reply_to: ""
---
## Source
- URL: https://x.com/NOTimothyLottes/status/1871630300222259212
- Author: NOTimothyLottes (@NOTimothyLottes)
- Posted: 2024-12-24 18:53:31
## Thread
**1/** **@NOTimothyLottes** ^1871630300222259212
Been playing with the spatial energy redistribution for half a decade for CRT-stylized scaling. Solving 2x area scaling was hard, had to use a 3-pixel vertical pattern. Example shader here: https://www.shadertoy.com/view/lfcBDs (left=bilinear, middle=CRT-scaling, right=nearest)
![](https://pbs.twimg.com/media/Gflc8p_XsAA1MfA?format=png&name=orig)
**2/** **@NOTimothyLottes** ^1871630994505138543
We can engineer CRT-inspired spatial scaling techniques that make it more acceptable to render at lower resolutions without leaning on either {scaling-TAAs like DLSS2+, or scalars like FSR1}, instead just try to make the panel actually look like a lower resolution panel!
**3/** **@NOTimothyLottes** ^1871631608023028007
Nearest 1:2x2 scaling tends to fail in that it amplifies the step function, which sets off all sorts of alarms in the mind with false edges. Where just inserting near black lines and correcting for the energy loss, tends to invoke the brain to reconstruct the image instead
**4/** **@NOTimothyLottes** ^1871633634383565128
Interesting to see positive reviews for a scaling TAA in 2024 that wouldn't do well at 4x area, but hits a better balance at 1440p-2-4K, in less temporal flicker and less ghosting. Seems like people actually favor stability more than they realize consciously or want to admit
**5/** **@NOTimothyLottes** ^1871634266867822680
So many games are now designing around high scaling-TAAs, and I think it's time people seriously consider the other options, actually making no-ghosting no-thin-flicker a priority and finding other ways to scale output, that's why I built that DBM scalar (as an example option)
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@@ -32,6 +32,7 @@ tags:
- [[archive/threads/NOTimothyLottes/2023-12-20-another-bad-habit-i-dont-include]]
- [[archive/threads/NOTimothyLottes/2023-12-26-no-luck-getting-d3dkmtgetscanline-to-work-thus-far]]
- [[archive/threads/NOTimothyLottes/2023-12-29-end-of-2023-scaling-parallel-gfx-and-memory-thread]]
- [[archive/threads/NOTimothyLottes/2023-12-30-temporally-amortized-translucency-multi-bounce-gi]]
- [[archive/threads/NOTimothyLottes/2024-01-04-debug-for-majority-gpu-side-game-dev-run-time]]
- [[archive/threads/NOTimothyLottes/2024-04-06-on-https-mastodon-gamedev-place-notimothylottes]]
- [[archive/threads/NOTimothyLottes/2024-05-04-it-was-only-later-when-systems-forced-c-abi]]
@@ -45,6 +46,7 @@ tags:
- [[archive/threads/NOTimothyLottes/2024-12-20-raytastic-friday]]
- [[archive/threads/NOTimothyLottes/2024-12-21-hopefully-with-this-last-atomic-workaround-im]]
- [[archive/threads/NOTimothyLottes/2024-12-21-how-to-unbreak-atomicadd-on-amd-pc]]
- [[archive/threads/NOTimothyLottes/2024-12-24-been-playing-with-the-spatial-energy]]
- [[archive/threads/NOTimothyLottes/2025-01-04-for-the-love-of-octahedrons-https-fileadmin-cs]]
- [[archive/threads/NOTimothyLottes/2025-01-06-one-of-the-downsides-of-v-cndmask-b32-on-amd-is]]
- [[archive/threads/NOTimothyLottes/2025-01-09-just-for-fun-started-to-look-into-cardinal-cubic]]