Sundray@lemmus.orgEnglish
20 daysI don’t love AI, but I’d hoped there was enough meat on the bone here to make for an interesting discussion. Personally, as much as I appreciate all the work that devs put into creating realistic GB shaders, none of them really capture the look of the genuine article. In spite of how it was created, at least we know such realism is feasible now, and hopefully a better dev will carry the effort forward.
- 20 days
Have you seen the AI-free DMG shader in RetroArch? It’s in shaders_slang/handheld/gameboy.slangp.
Sundray@lemmus.orgEnglish
20 daysI’ve seen it via RetroArch for Android on an AYN Thor, and I do like it. But it (and all the other ones I’ve tried) lack something. I wish I had the technical know-how to describe what I feel it’s missing, but it seems off to me. It’s still very good, though!
- Blue_Morpho@lemmy.worldEnglish20 days
It isn’t necessarily. The article title says the developer used AI for automation. Nothing is mentioned in the article. Linus accepts AI automation for Linux and I wouldn’t call Linux slop.
I haven’t used AI for my own stuff but there’s a huge difference between auto complete and vibe coding.
- blartcap_@lemmy.dbzer0.comEnglish20 days
He doesn’t care, he’s only calling it AI slop so people will think he’s cool.
- 20 days
RetroArch already has excellent AI-free shaders for DMG-style, MGB-style, Gameboy Light-style looks for black and white, dot matrix games, and a GBC-style look for an excellent, all around LCD shader, along with countless excellent CRT shaders and presets.
You can find them in the shaders_slang/handheld folder.
DMG: gameboy.slangp
MGB: gameboy-pocket.slangp
Gameboy Light: gameboy-light.slangp
GBC/general LCD shader: authentic_gbc.slangp


