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Google on-screen translation started to get wrong languages as the output regardless of the settings. The issue apparently started in September and is getting worse over time.

In my case, it shows a mix of Turkish, Portuguese, and Arabic. But each time it will return with a different language and it can be completely random. So it's often less helpful than the source I'm looking at.

Yes, even if Gemini is disabled for you, it still handles translation backend on the Google Assistant and web-based translation. Google refused to provide any information.

Just in case you have a messy translation β€” this is the reason!

#AI@GameDEV
#Google@GameDEV
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AMD recently announced that rDNA 1 and 2 cards will no longer get optimization updates. Which meant that all RX 6000 cards and below can be considered a paperweight sooner than later.

But when it was heavily criticized by the community they pulled out an Asus scam, saying... you got it all wrong 🌚

https://m.youtube.com/watch?v=dkPPejQXFNo
#AMD@GameDEV
#Hardware@GameDEV
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Troubleshooting πŸ—Ώ
#meme@GameDEV
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GameDev Pulse
Google on-screen translation started to get wrong languages as the output regardless of the settings. The issue apparently started in September and is getting worse over time. In my case, it shows a mix of Turkish, Portuguese, and Arabic. But each time it…
The guy on Google Support forums is abusing his Expert title (he isn't working for Google, he's just an enthusiast) and threaten to ban people for reports on translation issues.

And lock out forums where the issue is reported.

You can kindly report his replies here: https://support.google.com/profile/17155 (the whole account can't be reported, but you can open his ban messages below and report them)

#Google@GameDEV
#WTF@GameDEV
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Okay, I'm listening
#meme@GameDEV
#Linux@GameDEV
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Godot 4.6 is finally packed with SSR, that WORKS. To explain the issue: before that, Screen Space Reflections (SSR, a crucial tech for non-RT games) were broken completely.

They were not correctly working with roughness, they were not working well with metals, they were as bad as possible. And were obstructed by any screen-shader.

Now it's fixed and they are almost perfect!

https://godotengine.org/article/dev-snapshot-godot-4-6-dev-3/
#Rendering@GameDEV
#GodotEngine@GameDEV
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I've been there, 3000 years ago...
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