interpolation

AppWizard
April 3, 2026
Markus Persson, known as Notch, criticized Nvidia's Deep Learning Super Sampling (DLSS) technology on social media, stating that it "fundamentally makes no sense" because it uses the same hardware to run a neural network for frame generation. Community responses clarified that DLSS utilizes specialized hardware, specifically Tensor Cores, optimized for machine learning tasks. Some commentators suggested a focus on raw raster performance instead of machine learning enhancements. Nvidia's vice president, Bryan Catanzaro, emphasized the need for smarter graphics rendering approaches, arguing that brute force methods are inefficient. Current testing of DLSS and Frame Generation is being conducted by an expert named Nick, who is analyzing the GPU's workload in rendering frames. While DLSS has supporters, it also faces criticism, particularly regarding its performance on lower-spec graphics cards.
AppWizard
April 3, 2026
Markus Persson, known as Notch, criticized Nvidia's Deep Learning Super Sampling (DLSS) technology on social media, arguing that it is illogical to use the same hardware that struggles to run games at reasonable speeds to operate a neural network for generating additional frames. He compared DLSS to anti-aliasing, suggesting both technologies complicate the rendering process. Nvidia's vice president, Bryan Catanzaro, highlighted a shift in the industry towards artificial intelligence to improve graphics rendering, stating that traditional methods are no longer sufficient. He emphasized the need for smarter approaches to optimize resource use in graphics rendering. Nick, a tester, is evaluating DLSS and Frame Generation, illustrating the GPU's workload in rendering versus AI interpolation of frames.
AppWizard
December 11, 2025
Modifiers in the Environment Attributes system can either override specific attribute values or apply a modifier to a value from a source of lower priority. For example, the overworld dimension sets a waterfogenddistance of 96.0, and the plains biome modifies this distance with a multiply modifier of 0.85, resulting in an effective distance of 81.6 in the plains biome, while it remains 96.0 in other Overworld biomes. The most basic modifier is the override modifier, which replaces the previous value, and if no modifier is specified, the system defaults to override. Interpolation blends values within a single source, allowing for smooth transitions between multiple values, such as sky colors when moving between biomes. Interpolation occurs after modifiers have been applied and can be defined within a timeline using keyframes. Dimension types and biome definitions include an attributes field that links Environment Attribute IDs to their respective values, which default to the override modifier. An Attribute Track in a timeline includes fields like ease for interpolation and keyframes that specify value changes over time. Easing Types determine how interpolation occurs between keyframes, with various built-in options available. The Environment Attributes system also uses common data types such as RGB and ARGB color formats, particle options, and mob activity identifiers for consistency in implementation.
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