ok but a precomputed texture isn't scalable
fonts being defined as a set of bezier curves you'd have thought it would quite easy to write a shader where each fragment computes its distance from the curve & assigns smoothsteped color as a function of that distance
what about the reverse: how is styling done in game engines ?
seems like everyone is saying "right?" and the end of every sentence this year
Also, did I say that disagreed with AI ? No. I didn't. I'm all in favour of AI and I expect one day that it will be comparable in terms of energy consumption, generality and other measures we could invent. But for now,…
sorry, you must have misread my comment I was talking about energy not money, but whatever
what about the energy it takes to make the chips ?
I love how many of the comments here are along the lines of: "yes Lee Sedol only consumes 20-40W during a game, but you have to sum all the energy consumed to create him, and the power he consumes when he's not playing…
ok but a precomputed texture isn't scalable
fonts being defined as a set of bezier curves you'd have thought it would quite easy to write a shader where each fragment computes its distance from the curve & assigns smoothsteped color as a function of that distance
what about the reverse: how is styling done in game engines ?
seems like everyone is saying "right?" and the end of every sentence this year
Also, did I say that disagreed with AI ? No. I didn't. I'm all in favour of AI and I expect one day that it will be comparable in terms of energy consumption, generality and other measures we could invent. But for now,…
sorry, you must have misread my comment I was talking about energy not money, but whatever
what about the energy it takes to make the chips ?
I love how many of the comments here are along the lines of: "yes Lee Sedol only consumes 20-40W during a game, but you have to sum all the energy consumed to create him, and the power he consumes when he's not playing…