While it might take a bit longer to generate, you're still saving network and authentication latency.
Rendering a game in real time with AI
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Re: Rendering a game in real time with AI
#12The "real-time" version looks awful with constantly shifting colors, inconsistently sized objects, and changing interpretations of the underlying data, resulting in what I would consider an unplayable game vs the original ASCII rendering. The "better" version renders at a whopping 4 seconds per frame (not frames per second) and still doesn't consistently represent the underlying data, with shifting interpretations of…
I wonder if this approach would work better:
1. generate the whole screen once
2. on update, create a mask for all changed elements of the underlying data
3. do an inpainting pass with this mask, with regional prompting to specify which parts have changed how
4. when moving the camera, do outpainting
This might not be possible with cloud based solutions, but I can see it being possible locally.
Re: Rendering a game in real time with AI
#13At the peak, when we were streaming back video from Fal and getting <100ms of lag, the setup produced one of the most original creative experiences I’d ever had. I wish these sorts of ultra-fast image generators received more attention and research because they do open up some crazy UX.
Re: Rendering a game in real time with AI
#14I'm pretty sure the generation could easily run locally on a low-to-mid tier graphics card. While it might take a bit longer to generate, you're still saving network and authentication latency.
https://madebyoll.in/posts/game_emulation_via_dnn/demo/
https://madebyoll.in/posts/game_emulation_via_dnn/
Hook world state up to a server and you have multiplayer.
2025 update:
Re: Rendering a game in real time with AI
#15The "real-time" version looks awful with constantly shifting colors, inconsistently sized objects, and changing interpretations of the underlying data, resulting in what I would consider an unplayable game vs the original ASCII rendering. The "better" version renders at a whopping 4 seconds per frame (not frames per second) and still doesn't consistently represent the underlying data, with shifting interpretations of…
Dang man it's just a guy showing off a neat thing he did for fun. This reaction seems excessive.
Re: Rendering a game in real time with AI
#16Earlier quoted context omitted.
Why does using a language/vision model feel more “real” to you than using equations which directly describe our understandings of physics?
Not OP, but I have long thought of this type of approach (underlying "hard coded" object tracking + fuzzy AI rendering) to be the next step, so I'll respond. The problem with using equations is that they seem to have plateaued. Hardware requirements for games today keep growing, and yet every character still has that awful "plastic skin", among all the other issues, and for a lot of people (me included) this creates…
That's not to say ML doesn't have a place in the pipeline - pathtracers can pair very well with ML-driven heuristics for things like denoising, but in that case the underlying signal is still grounded in physics and the ML part is just papering over the gaps.
Re: Rendering a game in real time with AI
#17I've been trying to achieve the opposite of this project: render scenes in ASCII/ANSI in the style of old BBS terminal games. I've had terrible success so far. All the AI models I've tried only understand the concept of "pixel art" and not ASCII/ANSI graphics such as what can be seen on https://www.bbsing.com/ , https://16colo.rs , or on Reddit's r/ANSIart/ . If anyone has any tips for how I could achieve this, I wou…
Do you mean you want to use AI to generate new scenes in ANSI-art style, or do you mean you want to use AI to render pre-existing scenes as ANSI art?
Re: Rendering a game in real time with AI
#18Re: Rendering a game in real time with AI
#19I'm pretty sure the generation could easily run locally on a low-to-mid tier graphics card. While it might take a bit longer to generate, you're still saving network and authentication latency.
While the results of the experiment here are interesting from an academic standpoint, it’s the same issue as remote game streaming: the amount of time you have to process input from the player, render visuals and sound, and transmit it back to the player precludes remote rendering for all but the most latency-insensitive games and framerates. It’s publishers and IP owners trying to solve the problem of ownership (in that they don’t want anyone to own anything, ever) rather than tackling any actually important issues (such as inefficient rendering pipelines, improving asset compression and delivery methods, improving the sandboxing of game code, etc).
Trying to make AI render real-time visuals is the wrongest use of the technology.