

Do you want me to get Moby Dick out again‽ Does anyone want that?


Do you want me to get Moby Dick out again‽ Does anyone want that?


Today, stuff gets exported in 4k and that’s it. No need for anything more.
I don’t think it’s as ubiquitous as you think. 1080p is pretty much standard (aside from old videos), 4K is still high-end and most uploading to that on YT are probably more tech-leaning channels who actually do use it. I even see new stuff from TV corps that’s still only 1080p.
4K if you’re using a full-raster workflow is taxing at every step. Display, CPU/GPU (for software stability, filters/effects), RAM and storage, internet upload speed, also camera (and fast storage there too) where relevant. Also backups, and maybe even higher-res workflow to allow room to crop/re-frame if needed.
I imagine it must be a disappointment to actually buy a 4K monitor for content viewing, stuck watching 1080p on new videos because the creators can’t afford that workflow or just don’t care. Even stuff that is 4K might have issues with encoding quality due to cost-cutting (or requires higher subscription cost).
8K is a thing too (but even more impractical), so the problem is repeated there too.
So yeah, I would say it is a meaningful difference that vector doesn’t have this problem.


A video has sound, can be exported from the animation software to a single file, and it can be played in a standard video player.
Animated SVG does not sound like it does that, and needing new paid* software isn’t great for adoption either. And honestly, I’ve never even heard of animated SVG (I’m well aware of SVG and that it probably could be animated with CSS or JS but that alone does not make it a thing).
The fact that vector works at resolutions (even if they don’t exist yet!) without the author even needing to think about it (let alone re-export) is an advantage. It can be great for many 2D aesthetics (many cartoons even used it!), the biggest complication is Adobe (and whoever is selling a subscription to what you mentioned).
Also that people are still developing things with Flash (even if it has to be ran via Ruffle) tells me again that the issue isn’t vector, it’s that replacing a format with ingredients is not an effective strategy if you actually want people to use it.
* yeah I know Flash was expensive as well (except y’know… other ways), but communities were already using it


You keep saying ‘better’ like if heavier solutions have no downsides, like saying raytracing or gaussian splatting make all older rendering tech obsolete.
For individual animations sure data doesn’t seem to matter, but if you want to binge/download something like Homestar Runner at 1080p+ that data adds up when pre-rastered. The internet in the US isn’t always great (esp. rural, cost), even worse with upload speed.
Flash also had frame animation, with bezier curves and vector blob drawing… both of which are the big thing missing from modern solutions. Alternatives in modern engines aren’t quite the same and must be intentionally sought out, and also I don’t think that’d even be well supported by platforms (itch doesn’t even have an animation section) unless you’re fine with it being in a games section.
Newgrounds also still does Flash Forward jams. I wouldn’t say “better” things killed Flash, just that support was ripped away. There isn’t much of a choice. If you want Flash-style animation (and I don’t mean skeletal-only), it’s just Ruffle or maybe Wick Editor.
the internet moving away from
I see this as an implementation failure.
WebGL doesn’t have a container format, and a vector video format could exist (on Youtube, or played with an HTML5 video player) but doesn’t. The internet “moved away” because the key players who killed Flash didn’t implement things that would bring HTML5 to closer parity with what Flash did.
I could also see parallels made to other parts of life where the choice has been made for you many years ago.

Neat idea, but the branded items and subscription service are off-putting.
I’ll keep using a ruler.


I had some (but not much) issue back when I used Chrome (although IIRC just as much was a mime-type issue not letting them play in the browser) and still use the standalone player without issue.
I don’t think anyone is defending Flash used for websites, aside from some personal blog or portfolio maybe.


They do have Ruffle on their site (a bit slower to load IME, but functional) even for new animations (click on the HR icon, not the Youtube icon).
There are the orginal .SWFs for that, disjointed in their own way. I wish they (or someone) would’ve merged things so the old menus actually worked, if not further like each file being a season.
EDIT: they did make the games linked together on the website. And now I do see one of the main pages that links too, though the loading screens make it a bit cumbersome (it seems to be tweaked for Ruffle, or at least only the main page seems to work when the .SWF url is loaded in the standalone player …unless it just can’t do linked swfs).


I wouldn’t say it died, I remember years of people calling it dead but it still seemed to have communities up until support was forcibly removed in 2021. I’d say it was killed, in a very “bring out your dead” (“I’m getting better!”) fashion.
Like OP is saying, it wasn’t really* replaced. If vector video was in HTML5 spec to the point you could watch (non-prerastered) vector animations on Youtube (or former Flash sites similar to what Ruffle does, but with less overhead) that would still be abandoning the interactivity but I’d at least see the argument that there was some attempt to replace it.
Needing a local server and the lack of container format also makes preservation messier.
* sure, a subset of it was replaced for popular usage and even some of it is still technically possible, but good luck with that. I’m pretty sure communities around that are more dead than Flash was before the end, and maybe even still (for instance, NG with Flash Forward jams).
Ah, sorry.
If you can’t get any hud running, you probably could just see GPU utilization from your GPU settings thingamajig.
Though yeah, if you’re running at a low res already you’re probably right and FSR would only really be a visual thing (assuming your desired games support it so GUI can be native-res).
Are you aware of the big Newegg Fantastech II sale tomorrow? I made a cheap Ryzen 2700 build with the one in 2019.
I might be getting my hopes up, though. EDIT: yeah, probably
i struggle to reach that fps in CS2, which is the main game i play. I read that its a CPU game, so i guess its time to update the 2600
Might help to actually confirm that your GPU has near 100% utilization in that case.
Also, is that already with FSR and other similar tech?


it works about as well as a non-confidence vote
That doesn’t seem true.
https://en.wikipedia.org/wiki/List_of_prime_ministers_defeated_by_votes_of_no_confidence
vs
Nixon resigning so he could get pardoned (that’s it).


Sure, I was mainly highlighting it as it’s very non-standard even for 3D. Not good for motivation that I don’t expect much activity here (at least for me). That, and obviously I don’t have much relevant to say to other posters either.
I’m not even new to it but Blender isn’t even really my thing (not that I have an alternative even just for this niche), so that will be its own challenge getting into the swing of things. I may try some very basic tests with newer stuff (grease pencil, geometry nodes) just to see if I can even get meshes (+animations?) imported to Godot as I expect.
Side-note, image hosting is also an annoyance for me. I would like something that allows saving+editing alt-text (for copying markdown), plus upload organization.


Not really applicable to my art medium*, but I have thought about doing a modified challenge. My thinking is 12 entries (based on 4-per-week for 3 weeks) which gives more freedom for timing and prompt choice (also prompt/theme mixing, creative interpretations, or doing extra allows picking your best entries). Aside from being easier.
I have my own palette and can paint in grayscale (and then multiply the color twice per node in Godot) but that is sort of a stretch.
Still tinkering with the workflow though, the basics are for sure there but a lot of the methods available are tedious if I need to change colors/material names. Unlikely to get help on that, though.


I am using a 2019 Ryzen 2700 sale build ($461, not counting 1050Ti which I just carried over) and minipcs really seem lacking when it comes to GPU power. Like the one you linked to is about the same GPU performance as my card (I’ve seen a few other new-ish models with decent price use it too, despite having a moderately faster CPU than mine).
The models with a better GPU (Radeon-8060S) are in the beyond-budget category (even beyond $2K), so you are definitely being charged a premium for the small form factor (even despite potential drawbacks). Or maybe the “AI” branding is part of it…
Maybe in 5-10 more years it will become affordable. Currently, if a low-end APU is faster than your current CPU you might be better off doing getting/building with that, or some dirt-cheap used GPU (AMD Polaris card, or even saw a video on 1050Tis being $20) maybe.
EDIT: Potentially Arc if you don’t mind playing the beta tester (and at least they don’t cheap out on VRAM). Some minipc or SBC might make sense for specific scenarios though, especially if there ever are heavy sales.

Push forward and put my head in a jar*, either that or I guess let’s just go back to living on ships or something.
* ideally biohybrid rather than just artificial life-support


I’m most interested in a polygon editor first (webGL animation/Wick Editor export) and a non-destructive workflow with Godot (SDF textures, Blender as an intermediate, maybe even exporting .scn files for polygons) second.
Though for this (and also the similar, separate effort of PixiEditor) I fear that it will just try to do everything else instead.
For this specific, I see people complain that it’s web/electron-based.


Hey, I’m not sure if it fixes what you were worried about, but there was a new release that fixed more than a few issues.
Furthermore the creator of a 3.X gdnative project (Enu) is involved so that may be interesting longer-term.


Linux specific: XFCE has window manager tweak settings (in accessibility tab) that makes any maximized window effectively borderless (combined with auto-hide panel, of course).
Games are weird though so the ones that are fixed at native-res when windowed (NO maximize) don’t benefit from that unfortunately. I personally have an ultra-minimal window theme that reduces that issue (it’s only 12px off the top if you don’t move it up). EDIT: I think Smallscreen is the smallest default window theme, though the sides and bottom of the window are non-0 so that adds difficulty to placement.


€1,950,000 5,124 people for the first event goal
I think it should be on the moon with a Black-Mesa-branded rocket (with a gnome on-board), for thematic reasons. It’s no Xen, but you could probably add some decorations and even without that it’d be a better match than Italy.
Not sure about dodgeball though, I think area combat would fit more as well. Just make sure to have first-aid stations and have everybody sign waivers.
…or maybe you should just do free meet-ups with people to play dodgeball or talk-about/play your favorite games etc. (and maybe you’ll find some overlap) without it being some record-breaking event?
Still gotta pay rent, for food, maybe more. The closest place to me isn’t near (for me) and charges $50 for a tour. EDIT: Can’t even seem to find that visit info online now.