frontpage.
newsnewestaskshowjobs

Made with ♥ by @iamnishanth

Open Source @Github

fp.

EU inc: a new European company structure

https://ec.europa.eu/commission/presscorner/detail/da/speech_26_150
36•nhatcher•23m ago•9 comments

Anthropic's original take home assignment open sourced

https://github.com/anthropics/original_performance_takehome
349•myahio•8h ago•176 comments

A 26,000-year astronomical monument hidden in plain sight (2019)

https://longnow.org/ideas/the-26000-year-astronomical-monument-hidden-in-plain-sight/
483•mkmk•17h ago•93 comments

cURL removes bug bounties

https://etn.se/index.php/nyheter/72808-curl-removes-bug-bounties.html
239•jnord•5h ago•130 comments

Libbbf: Bound Book Format, A high-performance container for comics and manga

https://github.com/ef1500/libbbf
68•zdw•6h ago•30 comments

RSS.Social – the latest and best from small sites across the web

https://rss.social/
86•Curiositry•8h ago•16 comments

The percentage of Show HN posts is increasing, but their scores are decreasing

https://snubi.net/posts/Show-HN/
76•plastic041•4h ago•46 comments

EmuDevz: A game about developing emulators

https://afska.github.io/emudevz/
21•ingve•3d ago•1 comments

Hypnosis with Aphantasia

https://aphantasia.com/article/stories/hypnosis-with-aphantasia
10•danhite•3d ago•4 comments

The Agentic AI Handbook: Production-Ready Patterns

https://www.nibzard.com/agentic-handbook
161•SouravInsights•4h ago•81 comments

The challenges of soft delete

https://atlas9.dev/blog/soft-delete.html
178•buchanae•13h ago•99 comments

200 MB RAM FreeBSD Desktop

https://vermaden.wordpress.com/2026/01/18/200-mb-ram-freebsd-desktop/
100•vermaden•3d ago•82 comments

Show HN: Mastra 1.0, open-source JavaScript agent framework from the Gatsby devs

https://github.com/mastra-ai/mastra
172•calcsam•18h ago•53 comments

Infracost (YC W21) Is Hiring Sr Back End Eng (Node.js+SQL) to Shift FinOps Left

https://www.ycombinator.com/companies/infracost/jobs/Sr9rmHs-senior-backend-engineer-node-js-sql
1•akh•4h ago

The GDB JIT Interface

https://bernsteinbear.com/blog/gdb-jit/
50•surprisetalk•4d ago•8 comments

Instabridge has acquired Nova Launcher

https://novalauncher.com/nova-is-here-to-stay
210•KORraN•16h ago•140 comments

IPv6 is not insecure because it lacks a NAT

https://www.johnmaguire.me/blog/ipv6-is-not-insecure-because-it-lacks-nat/
199•johnmaguire•16h ago•281 comments

Which AI Lies Best? A game theory classic designed by John Nash

https://so-long-sucker.vercel.app/
131•lout332•13h ago•62 comments

Unconventional PostgreSQL Optimizations

https://hakibenita.com/postgresql-unconventional-optimizations
372•haki•21h ago•56 comments

Are arrays functions?

https://futhark-lang.org/blog/2026-01-16-are-arrays-functions.html
137•todsacerdoti•2d ago•94 comments

California is free of drought for the first time in 25 years

https://www.latimes.com/california/story/2026-01-09/california-has-no-areas-of-dryness-first-time...
389•thnaks•12h ago•191 comments

The Unix Pipe Card Game

https://punkx.org/unix-pipe-game/
221•kykeonaut•18h ago•70 comments

The space and motion of communicating agents (2008) [pdf]

https://www.cl.cam.ac.uk/archive/rm135/Bigraphs-draft.pdf
42•dhorthy•5d ago•5 comments

Ask HN: Do you have any evidence that agentic coding works?

288•terabytest•22h ago•282 comments

Maintenance: Of Everything, Part One

https://press.stripe.com/maintenance-part-one
126•mitchbob•16h ago•21 comments

Our approach to age prediction

https://openai.com/index/our-approach-to-age-prediction/
109•pretext•15h ago•188 comments

Disaster planning for regular folks (2015)

https://lcamtuf.coredump.cx/prep/index-old.shtml
130•AlphaWeaver•7h ago•77 comments

Show HN: Agent Skills Leaderboard

https://skills.sh
105•andrewqu•14h ago•35 comments

Lunar Radio Telescope to Unlock Cosmic Mysteries

https://spectrum.ieee.org/lunar-radio-telescope
48•rbanffy•12h ago•9 comments

Building Robust Helm Charts

https://www.willmunn.xyz/devops/helm/kubernetes/2026/01/17/building-robust-helm-charts.html
67•will_munn•2d ago•8 comments
Open in hackernews

Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

https://www.pcgamer.com/movies-tv/director-gore-verbinski-says-unreal-engine-is-the-greatest-slip-backwards-for-movie-cgi/
38•LeoNatan25•2h ago

Comments

dinkblam•2h ago
good explanation and i also wondered why many of the CGI effects today are so unbelievably bad - and worse than decades ago.

it still doesn't explain why it is done:

• why do directors and producers sign off effects that are just eye-bleeding bad?

• using a realtime engine to develop the effects, doesn't preclude using some real render-pass at the end to get a nice result instead of "game level graphics". a final render-pass can't be that expensive that ruining the movie is preferred? if 20 years ago a render-farm could do it, it cannot cost millions today, can it?

rcxdude•2h ago
The reason is it's a hell of a lot cheaper and easier to work with, and in general enables things to be done that would otherwise be cost prohibitive.

(And AFAIK they do usually do a non-realtime run, but a high-end render going for maximum photorealism also requires a whole different pipeline for modelling and rendering, which would essentially blow the budget even more so)

Ygg2•2h ago
> • why do directors and producers sign off effects that are just eye-bleeding bad?

It's a bit cheaper.

> • using a realtime engine to develop the effects, doesn't preclude using some real render-pass at the end to get a nice result instead of "game level graphics".

It's probably a bit expensive in terms of effort or processing-wise.

In both cases you aren't ruining a movie. You're just making it more mediocre. People rarely leave cinema because CGI is mediocre.

gambiting•1h ago
>>and worse than decades ago.

I feel like there's some strong rose tinted glasses effect happening here. Early 2000s were especially full of absolutely dreadful CGI and VFX in almost every film that used them unless you were Pixar, Dreamworks, or Lucasfilms. I can give you almost countless examples of this.

The only thing that changed is that now it's easier than ever to make something on a cheap budget, but this absolutely used to happen 20-30 years ago too, horror CGI was the standard not an exception.

epolanski•2h ago
Photography in general is a disaster in movies of the last 10/25 years from focus to lighting.

Once the slop starts at the very basics it's just natural it embraces also CGI.

joegibbs•1h ago
It's a video game engine. It's got a ton of optimisations and tweaks to make it run in realtime, but if you're making a movie there's no reason not to spend hours rendering each frame. You don't need to optimise meshes at a distance, or use real-time raytracing with noise reduction rather than just simulating a thousand bounces or limit yourself to 4K textures, you can use as many particle effects and simulations as you'd like. You can't do this with a game engine though - Unreal does have the ability to render out video but it's not going to be the same fidelity.

I didn't think they were actually using the video straight out of the Volume though - my assumption was they'd just use it to make sure the lighting reflected on to the actors nicely and then redo the CGI elements with something else.

hasperdi•1h ago
On the other hand, it depends on what kind of movie you're making and who the target group is.

Say you're making children's videos like Cocomelon or Bluey in 3D, you don't need all these nice things.

At the end, movies are about the stories, not just pretty graphics.

delta_p_delta_x•1h ago
> At the end, movies are about the stories, not just pretty graphics.

The great people at Pixar and DreamWorks would be a bit offended. Over the past three or so decades they have pushed every aspect of rendering to its very limits: from water, hair, atmospheric effects, reflections, subsurface scattering, and more. Watching a modern Pixar film is a visual feast. Sure, the stories are also good, but the graphics are mind-bendingly good.

Popeyes•58m ago
I've always wondered why they have never done a remaster of Toy Story.
expedition32•24m ago
I don't know about that. I watched Avatar 3 last month and I liked the experience but the story was forgettable.

People don't pay 45 eurodollars for IMAX because they like the story.

gambiting•1h ago
>> It's got a ton of optimisations and tweaks to make it run in realtime, but if you're making a movie there's no reason not to spend hours rendering each frame.

That's how it's used though? It only runs real time for preview, but the final product is very much not rendered in real time at all. Obviously it's a very flexible tool that works with what you need and what you can afford - Disney runs it on their compute farm and they can throw the resources at it to render at the fidelity required. But obviously there are plenty of production houses which don't have those kind of resources and they have to make do with less. But then you wouldn't expect Pixar's own pipeline to work in those circumstances, would you.

>> Unreal does have the ability to render out video but it's not going to be the same fidelity.

I really encourage you to look into what's possible with UE nowadays. Custom made pipelines from Pixar or Dreamworks are better still, of course, but UE can absolutely stand next to them.

Arwill•1h ago
The problem is the way surface lighting/scattering is calculated, which does not match what traditional offline renders do.

My issue with UE is the opposite, the engine went too far into cinema production, and making it a performant game engine requires code refactoring. At which point an open-source engine might be a better choice. Its a mix of two (three) worlds, and not the best choice for one specific use.

For what is actually hard to do, like character animation, UE is a good choice. The lighting can be replaced more easily than the animation system.

__alexs•1h ago
They definitely do use the video directly from the Volume a lot of the time. It's not just immersion or fancy lighting for the actors.
eurekin•1h ago
I'm really confused at that take. If you watched the Corridor Channel on YouTube, you can catch a lot of times that Unreal is treated as a draft, or the on-set reference, and gets replaced almost always, before shipping the final. Something doesn't add up here.
rcxdude•1h ago
There are definitely movies and TV shows now that are using unreal for the final render. But mainly because they can't afford anything else.
jimbob45•1h ago
Having watched a great deal of Andromeda, Star Trek, and Hercules/Xena growing up, I would submit that weak video effects can be perfectly fine as long as the actors take them seriously enough.
amelius•1h ago
The greatest slip backwards for movies was too much focus on visual effects.
Antibabelic•1h ago
All of that SFX budget is worthless without deliberate art direction. Most modern blockbusters look bland and busy. The scale of spectacle that computer graphics allow for just doesn't "WOW" any more. It's a shame that this is what the movie industry has come to.
regularfry•41m ago
Visual noise from CGI has been a real problem since at least Transformers in 2007. That's my benchmark for it, the one where I really first remember the overwhelm being a distraction. "Just because you can, doesn't mean you should" is a lesson that keeps needing to be relearned.
amelius•23m ago
Yeah I can remember trying to watch Transformers and being worried that my brain was too slow to process all the visual information.
markus_zhang•1h ago
You can say that for games too.
incrudible•1h ago
VFX is just too damn expensive. It will get much worse with AI tools taking hold. Once these are 80% there but 10x cheaper, they will be (over)used everywhere, despite delivering clearly inferior results.
gethly•1h ago
tl;dr video game engines replacing maya. they(unreal) do not have properties(photo realism, or the lack of) that mesh with movies too well and if overdone they produce uncanny-valley effect. going from maya to game engines is step back.
pavlov•1h ago
It's important to distinguish between traditional post vfx and in-camera vfx, which has come into fashion in recent years.

In-camera vfx means that the final CGI is already present in the scene when it's shot. This is usually accomplished with giant LED screens. Typically the engine that runs these screens is Unreal.

One major advantage is that the cinematographer's main job, lighting design, gets easier compared to green screen workflows. The LED screens themselves are meaningful light sources (unlike traditional rear projection), so they contribute correct light rather than green spill which would have to be cleaned up in post.

The downside of course is that the CGI is nailed down and is mostly very hard to fix in post. I suppose that's what Gore Verbinski is criticizing — for a filmmaker, the dreaded "Unreal look" is when your LED screen set has cheesy realtime CGI backgrounds and you can't do anything about it because those assets are already produced and you must shoot with them.

RicoElectrico•1h ago
The LED screen thing is so absurd that for a long time I assumed they just replace the content in post somehow and its purpose is merely to aid in lighting and for actors to orient better in the scene.
__alexs•1h ago
I guess current pipelines depends a lot on chroma key for the matte so isolating the actors cheaply might be hard with such complex backgrounds? Seems like it might not be long until we can automate that in such a controlled environment though.
taneq•1h ago
I don’t see why it’s so absurd, with how cheap display tech has become recently. Ambitious, maybe, but it seemed to work pretty well in The Mandolorian.
DarknessFalls•50m ago
The Mandalorian was also an interesting case where they almost had to use a solution like on-set LED screens due to the reflectivity of his armor.
rob74•20m ago
At that point, I wonder if it would have been easier to use motion capture and insert the actor's armor, helmet etc. via CGI too?
sagacity•34m ago
At least on The Mandolarian this is what happened. Everything behind the actors in the camera's frame would be green while the rest of the volume was used to have a lowres lighting reference for the scene. So essentially it would be a moving green screen. The Unreal output was never directly used in the finished show.
UltraSane•25m ago
I'm pretty sure this is false and the wall was visible in many scenes

https://m.youtube.com/watch?v=gUnxzVOs3rk

thih9•49m ago
> when your LED screen set has cheesy realtime CGI backgrounds…

Does this happen often? Are there any examples?

UltraSane•28m ago
Oh yes. The Mandalorian is one of the first to use it extensively.

https://techcrunch.com/2020/02/20/how-the-mandalorian-and-il...

UltraSane•31m ago
The transition between the real set and the virtual set is usually very obvious. LED volumes really should be completely replaced in post and used mainly for accurate lighting and actor reference.
Chazprime•1h ago
Is anyone out there using Unreal for in-camera character/creature animation? My production experience with Unreal has been solely limited to background and lighting support, for which it is excellent.
maeln•1h ago
Money and deadline are the real answer. VFX companies, even more so in later years, are squeeze for time and budget by studios. Unreal Engine allow for fast and quick iteration on CGI/VFX, so it dramatically reduces the time to make them, especially when the director changes their mind every Tuesday. It is the consequence, not the cause. If every studio was willing to spend Michael Bay money on CGI, it wouldn't be a problem.
Xenoamorphous•1h ago
> Nowadays, movie fans seem much less impressed by CGI in films. There's a general distaste for a perceived overuse of CGI in favor of practical effects, and there are a lot of complaints that recent CGI is less-convincing and more fake-looking than it used to be, even in the biggest budget films.

Funny it says this right after mentioning Jurassic Park. I, an avid JP fan that was blown away by the movie (and the book) when I was a dino-obsessed teenager, always thought that it was the non-CGI dinos the ones that didn't look that realistic (even if the "puppets" were fantastically done, it was more about the movement/animation). Although we have to keep in mind they used those mostly for close up shots where CGI would've looked even worse.

julik•1h ago
This is the next evolution of the "My film does not use CGI" sneering. Sure, doing proper pre-rendered VFX with photo-realism is great and also people doing it love it. But can it be done on the budgets/fixed bids/turnarounds when the producer comes with "...and all of that will be a full virtual set and it should be streaming next Monday morning", for peanuts?..

If it's Gore saying it - maybe he should talk to his producers then, and ask them whether they actually have budgeted the "proper" VFX talent/timelines for the show. He has creative control - the people doing the work do not.

ChrisNorstrom•1h ago
(-_-) You can CHANGE the light reflection algorithm in Unreal Engine from Lambert to Oren Nayar. Google "unreal engine lambert to oren nayar light reflection" you have to modify files, but it's doable.
Nekorosu•44m ago
Who are you talking to? If this is meant for Gore Verbinski, he won’t read it, and even if he did, he wouldn’t understand it.

The requirement to recompile the engine makes this feature non existent for a film crew.

andrepd•41m ago
Gore Verbinski directed a film trilogy with absolutely impeccable art direction and possibly the best special effects in the history of film (they're also, subjectively, some of my favourite films of all time).

He knows what he's talking about!

UltraSane•22m ago
The Davy Jones CGI is used as a realism benchmark despite being 20 years old