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ChickeNES • today at 5:57 AM • 2 replies • view on HN

tbh I thought this was a commonly used technique even prior to LLMs? I know I've been using it extensively myself, but I was inspired by Dolphin's extensive visual CI system.


Replies

aroman • today at 5:59 AM

If it is common in the world of video game porting, that just shows my ignorance. I'm familiar with visual diffs in CI for e.g. web development (comparing a static component), but to do that to compare frames over time in a video game/3D environment is new to me.

There are so many more degrees of freedom, which I can see Claude handled... mipmaps, subtle differences in lighting/positioning/compositing etc.

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Keyframe • today at 10:16 AM

I do that on my renderer. each commit when it's ready to be merged gets a class of visual diffs. Dolphin's way was a major inspiration how to structure it, but it was _the way_ in rendering way before it.