Spellbrush | Tokyo, JP or San Francisco, CA | Full-Time | Onsite
We build AI models to make anime real.
- Game Dev: looking for engineers who know unity, love the anime aesthetic, and want to work on our upcoming strategy RPG.
- Full Stack Software Engineer: looking for smart generalists who love anime and want to work on advanced data processing pipelines for petabytes of anime images & video.
- Audio/LLM Researcher: looking for senior researchers interested in working on foundational end-to-end audio models. Must tolerate^Wlove high-pitched moe anime voices.
Ping over name of best waifu or husband to [email protected].
Can sponsor visas to either USA or JP.
Spellbrush | Tokyo, JP / San Francisco, CA | Full-Time | Onsite
We build AI models to make anime real.
* Game Dev: looking for engineers who know unity, love anime, and want to work on our upcoming strategy RPG.
* Full Stack Software Engineer: looking for smart generalists who love anime and want to work on advanced data processing pipelines for petabytes of anime images & video.
you check in the uncompressed audio, and then fmod, wwise or whatever other middleware you're using will compress to a different format and compression ratios on a per-platform basis during the build process (i.e. vorbis on PC, AT9 on PS4, FADPCM on mobile, etc.)
PC gamers (especially those with SSDs) were puzzled to find out that Titanfall had a gargantuan 48 GB file size, despite the lack of a single player campaign and the fact that it was running on a modified source engine. Some digging around in the files revealed that a huge portion of that size was due to a whopping 35 GB of completely uncompressed audio. Respawn has now explained that the reason the audio was not compressed was so they could dedicate more system resources to running the game, and less to unpacking audio files.
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He did, however, admit that most PC gamers probably wouldn’t even notice the difference. “On a higher PC it wouldn’t be an issue. On a medium or moderate PC, it wouldn’t be an issue, it’s that on a two-core [machine] with where our min spec is, we couldn’t dedicate those resources to audio.”
I was looking for a good reason why this might be and all I could find was an old HN thread suggesting that uncompressing audio takes CPU cycles so leaving it uncompressed helps to avoid CPU bottlenecks when you have a game that might be playing a lot of sfx at once
Spellbrush | San Francisco or Tokyo | Onsite | Full-time
Looking for anime fanatics (read: weebs) who want to work at the intersection of AI, anime, and games.
Looking for React experts, Unity experts, GPU Infrastructure experts, and Pytorch + JAX experts.
Especially interested in folks who want to push the boundaries on training large-scale foundational diffusion models.
Hiring for all roles. If you're sure you can help, but don't see a position that fits, DM me via LI or twitter (in bio) Include name of best waifu/husbando to bypass spam filters.
The Live reconciler[1] included in this project looks quite interesting as a reconciler for building a canvas-based image editing app.
Since WebGPU is still quite experimental and not usable without install canary browser builds, I'm really hoping that Live can be used separately. Like the author, I'm pretty sick of doing the data retained/declarative dance with libraries like pixijs many times now.
At least from this article, it seems that the author is using their @use-gpu/state[2] package independently. Would love to know if anyone might have any more details or experience?
would love to see the riser setup that you're using for such a monster!
we mostly gave up and just got barebones machines since the cabling situation becomes pretty tricky, and the barebones total cost is low relative to the GPUs anyways.
I posted a link just below to twitter with an image of the riser setup. That setup worked well for 4x, but for the 7x we're moving the cards upside down and setting them up like tree branches if you will. So the trunk/floor is the motherboard and you get close to edges, the cards are angled and use longer riser cables.
The issue we had with barebones was cost and cooling, we use 30$ racks from Target and hang the GPUs with metal zip ties and a box fan from below, so they get lots of air and we don't break the bank and can easily roll them around.
We build AI models to make anime real.
- Game Dev: looking for engineers who know unity, love the anime aesthetic, and want to work on our upcoming strategy RPG.
- Full Stack Software Engineer: looking for smart generalists who love anime and want to work on advanced data processing pipelines for petabytes of anime images & video.
- Audio/LLM Researcher: looking for senior researchers interested in working on foundational end-to-end audio models. Must tolerate^Wlove high-pitched moe anime voices.
Ping over name of best waifu or husband to [email protected]. Can sponsor visas to either USA or JP.
See all roles over at https://spellbrush.com/careers