I wish you would provide more information. About time, costs, reliability (how many duds did you have? did you need to do any babysitting or etc) and so on But it is a very impressive looking demo, for sure.
this is a one-shot result but i have a really really lengthy prompt: https://github.com/PhiloLabs/fable51-worlds/blob/main/union- ... with clear guidance in using subagents and self-QA loop. ~2 hour (extensive subagents usage), total ~8M tokens, ~$33 under API
Fable 5.1 World Modeling
51–60 of 112 posts
Re: Fable 5.1 World Modeling
#52These things always look impressive but I fail to see how they are usable beyond demos or simple games. In my experience the topology is often a mess and texturing is difficult as well
Uncharted 4: https://youtu.be/NedDxIGQVs0&t=147
Coco: https://youtu.be/nl_JkjgHfFU&t=10
Up: https://www.youtube.com/watch?v=JHfLGgOs6gY
And, eventually you can just run it through Nvidia DLSS 7 for better hair physics and textures. ;)
Re: Fable 5.1 World Modeling
#53I have experimented with this type of modeling for a RTS game I'm building: https://playwarpact.com Few things: 1. Opus 5 is just as good for this tbh and cheaper. 2. They don't generate optimized 3d models. They have high poly count for simple geometries. 3. A better approach I've utilized for game ready assets is to use the model to create low poly silhouettes of the 3d model and then bake textures that include a l…
I read it as "play, warp, act"
Re: Fable 5.1 World Modeling
#54Re: Fable 5.1 World Modeling
#55I have experimented with this type of modeling for a RTS game I'm building: https://playwarpact.com Few things: 1. Opus 5 is just as good for this tbh and cheaper. 2. They don't generate optimized 3d models. They have high poly count for simple geometries. 3. A better approach I've utilized for game ready assets is to use the model to create low poly silhouettes of the 3d model and then bake textures that include a l…
Re: Fable 5.1 World Modeling
#56Re: Fable 5.1 World Modeling
#57It’s not enough to call it just an image model though. Not quite video either because it’s so specific to rendering images of the world.
Thus, “world model”?
The problem I have with “world” is it should imply so much more depth. To me this is actually a “POV image model” or “First-person perspective model” (maybe we call this an FPM).
There could also be TPMs (third-person models).
This maps better to modern game and 3D dev phrasing, where “world model” might imply 3D object collections spatially organized in a cohesive file format - complete with interactivity, audio, and all the baseline constituents of what one might call a “world”.
FPMs and TPMs, think about it. Reserve POVMs for photographic realism.
Re: Fable 5.1 World Modeling
#58These things always look impressive but I fail to see how they are usable beyond demos or simple games. In my experience the topology is often a mess and texturing is difficult as well
Well, nothing now starts in a completed state. See pre-production footage for movies and video games, for how scenes progress. Uncharted 4: https://youtu.be/NedDxIGQVs0&t=147 Coco: https://youtu.be/nl_JkjgHfFU&t=10 Up: https://www.youtube.com/watch?v=JHfLGgOs6gY And, eventually you can just run it through Nvidia DLSS 7 for better hair physics and textures. ;)
Re: Fable 5.1 World Modeling
#59I am your biggest hater.
But god dammit if I’m not also your biggest respecter.
reaches out for a handshake
You guys are onto something with this one.
Keep going.
You crazy bastards!
You crazy fuckin bastards you hear me?! Hahahahah
WOO!
WOO!
Re: Fable 5.1 World Modeling
#60I have experimented with this type of modeling for a RTS game I'm building: https://playwarpact.com Few things: 1. Opus 5 is just as good for this tbh and cheaper. 2. They don't generate optimized 3d models. They have high poly count for simple geometries. 3. A better approach I've utilized for game ready assets is to use the model to create low poly silhouettes of the 3d model and then bake textures that include a l…
Kind of interesting that most ai games want me to sign in.