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Replying to @revenant_MMXX
The original looks like some kind of low-budget Italian horror with lots of bizzare garish colors. The demake replaces the sovlful 90s prerendering and desaturates the fuck out of everything and ends up looking like a generic early 2000s horror film from some hack like Eli Roth.
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Replying to @tfemakechi
If I didn't know, and you asked, I'd guess the game was from 2013 or so. Prerendering done right is art with every shot a masterpiece.
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seriously discord what the FUCK are you doing WHY are you prerendering badge icos STOP
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14/ Emergency #7 fix: Rendering solutions: Immediate fix (if using framework): Next.js: Implement SSR (Server-Side Rendering). React: Add prerendering service. Vue: Enable Nuxt SSR. Quick workaround: html <!-- Render critical content in HTML --> <noscript> [Fallback content here] </noscript> Dynamic rendering: Serve different version to bots. (Not ideal long-term, but stops bleeding) Time to recovery: 1-2 weeks for re-crawling.
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Just published my biggest Next.js tutorial of the year. 😁 00:00 Intro 01:57 Next.js overview 04:59 Create a new Next.js app 05:58 Fresh app lookaround 09:42 AI updates in Next.js 13:57 Build a Next.js blog app 17:29 Routing 17:52 Link component 20:21 Image component 23:29 Data fetching in Server Components 26:30 Dynamic routes, params and search params 31:39 notFound, loading and error files 33:27 Database fetching with Prisma 36:32 Caching 37:01 Production build 37:58 SSG / Static rendering 39:19 SSR / Dynamic rendering 43:56 Suspense and streaming 45:32 PPR / Partial Prerendering 47:55 Cache Components 52:08 Server Actions 59:37 Revalidation / cache invalidation 1:01:34 Route Handlers / API endpoints 1:04:23 Client Components 1:11:09 Deploying Next.js 1:13:14 Proxy / Middleware 1:18:18 Authentication 1:27:34 Final thoughts
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Choosing between the speed of static delivery and the personalization of dynamic rendering has always felt like an unnecessary architectural compromise. With Partial Prerendering, we can finally serve a static shell instantly while streaming in dynamic components under the hood using React Suspense boundaries. This changes how we design layouts, drastically reducing Time to First Byte without forcing us into complex client-side fetching patterns. We put together a practical guide on how to configure your project and implement this architecture. Visit the website to check out the deep dive.
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Replying to @alphadeliverer
Especially when compared to other games at the time. They look like at least early 2010's models due to the prerendering freeing up so much capability.
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Next.js Partial Prerendering: the Suspense boundary IS the cache boundary. Wrap the dynamic part in <Suspense>. Static shell renders instantly. Dynamic streams. TTFB under 100ms on most routes. Stop choosing between SSR and SSG.
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Replying to @Kazsune
Optimize the game so running a tournament on PC isn’t hell. -allow prerendering shaders like every other major fighting game -remove vsync from tournament mode… confusing af that it shows up there and graphics settings More custom options. Character specific balance patch.
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1/7 La feature más vendida de Next.js 16 es PPR (Partial Prerendering). El 90% de los proyectos que he revisado la implementan mal. No es culpa de Vercel. Es culpa de pensar en micro-frontends cuando deberías pensar en shells estáticos. El error concreto 🧵
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5/8 Feature #3: Streaming con Suspense. Renderizado progresivo. El shell de la página se pinta al instante. Los datos pesados llegan después. PPR (Partial Prerendering) combina estático dinámico en la misma URL. No elijas entre velocidad y datos en tiempo real.
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Here's the intro scene of Super Mario Galaxy inside my FIFO debugger! It's cool to see how it's prerendering the later stages of the intro behind the current scene!!
very early demo of GX FIFO debugger
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Every cutscene is fucking CGI it stands for Computer Generated Graphics. Idiot. Gameplay is also fucking CGI Learn the terms before you start saying shit Also prerendering cutscenes is still available, nothing stopped Fh6 devs from doing it.
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