vintageballs

joined 2 months ago
[–] vintageballs@feddit.org 6 points 2 weeks ago

While most of the development focus today is on 4.x releases, enthusiasts have been busy improving the 3.x branch: fixing bugs, optimizing and increasing reliability, providing quality of life improvements, and adding new features.

[–] vintageballs@feddit.org 2 points 1 month ago

I'm on 550, never had any problems with using ComfyUI or sd-webui. Docker makes it easier to get out of dependency hell imo

[–] vintageballs@feddit.org -4 points 1 month ago* (last edited 1 month ago) (1 children)

You seem to misunderstand your own sources. What you cited only proves how utterly insane Russia's conditions were / are. Of course NATO won't let Pootin blackmail them into giving up their stations etc.

Russia and brainwashed tankies like yourself always seem to reject the notion that former Soviet nations are actually sovereign and might have an interest in increasing their defensive strength in light of, wait for it, HISTORY.

[–] vintageballs@feddit.org -2 points 1 month ago (1 children)

How is that tiny though?

Considering this is about sending some random data to a server and measuring the speed, that's quite large. I've seen whole computer games that fit in 1/10 of that space.

[–] vintageballs@feddit.org 6 points 1 month ago

I agree with the other answer that a noise removal VST (or similar) is probably the most efficient option.

If you want to try something "AI" based anyways, I would suggest demucs, which was originally made to separate music into voice, instruments, ...

[–] vintageballs@feddit.org 6 points 1 month ago

Every article needs a shitty AI generated image nowadays

[–] vintageballs@feddit.org 4 points 1 month ago (1 children)

I'm ootl I think, what did he do?

[–] vintageballs@feddit.org 2 points 1 month ago

Ah my bad, perfect, then that's the solution!

[–] vintageballs@feddit.org 2 points 1 month ago (3 children)

Of course it does, you can achieve that with a simple vertex shader by just moving each vertex in the direction of its normal. However, since the vertices are joined into triangles, this will just result in the model getting bigger instead of "disintegrating".

For that to work, you would need a model where each triangle is a separate surface.

Another way which might work would be to enlarge the model like I illustrated above while simultaneously making pixels which are further from an edge than a threshold value transparent.