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Rendering a game in real time with AI

blog.jeffschomay.com

21–30 of 115 posts

Re: Rendering a game in real time with AI

#21
post #20

This is a pre-cursor to a dystopian future where reality will be a game generated in realtime at 60 FPS and streamed to your brain over Neuralink.

Some people on HN will surely cheer for it, it's the peak of efficiency, you don't even have to move anymore!

Re: Rendering a game in real time with AI

#22

We did a similar thing at tldraw with Draw Fast ( https://drawfast.tldraw.com/ ) and it was very fun. Inspired a few knock offs too. We had to shut it down because it was getting popular on Russian Reddit. A related project Lens ( https://lens.tldraw.com ) also used the same technique, but in a collaborative drawing app. At the peak, when we were streaming back video from Fal and getting <100ms of lag, the setup prod…

LCM is what Krea used to gain massive momentum and raise their first $30M.

The tactile reaction to playing with this tech is that it feels utterly sci-fi. It's so freaking cool. Watching videos does not do it justice.

Not enough companies or teams are trying this stuff. This is really cool tech, and I doubt we've seen the peak of what real time rendering can do.

The rendering artifacts and quality make the utility for production use cases a little questionable, but it can certainly do "art therapy" and dreaming / ideation.

Re: Rendering a game in real time with AI

#23
I do not get the point of this at all, why not just generate game assets and run them in an engine? With this format there would be no regularity that the thing you saw before will look the same (and that is not a fixable problem).

Actually figuring out and improving AI approaches for generating consistent and decent quality game assets is actually something that will be useful, this I have no idea the point of past a tech demo (and for some reason all the "ai game" people do this approach).

Re: Rendering a game in real time with AI

#24
post #16
post #8

Earlier quoted context omitted.

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…

You're comparing apples to oranges, holding up today's practical real-time rendering techniques against a hypothetical future neural method that runs many orders of magnitude faster than anything available today, and solves the issues of temporal stability, directability and overall robustness. If we grant "equation based" methods the same liberty then we should be looking ahead to real-time pathtracing research, whi…

The question was "why does it feel more real", and I answered that - because the best AI generated images today feel more real than the best 3D renders, even when they take all the compute in the world to finish. So I can imagine that trend going forward into real-time rendering as well.

I did not claim that AI-based rendering will overcome traditional methods, and have even explicitly said that this is a heavy assumption, but explained why I see it as exciting.

Re: Rendering a game in real time with AI

#27

The "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…

Yeah, as interesting as the concept is, the lack of frame to frame consistency is a real problem. It also seems like the computing requirements would be immense—the article mentions burning through $10 in seconds.

You can do this at home on your own computer with a 40x0 consumer GPU at 1-2 fps. You have to choose a suitable diffusion model, there are models that provide sub-second generation of 1024x1024 images. The computing requirements and electricity costs are the same as when running a modern game.

Re: Rendering a game in real time with AI

#28

I do not get the point of this at all, why not just generate game assets and run them in an engine? With this format there would be no regularity that the thing you saw before will look the same (and that is not a fixable problem). Actually figuring out and improving AI approaches for generating consistent and decent quality game assets is actually something that will be useful, this I have no idea the point of past…

The tech will improve to far exceed the capabilities of a game engine. Real time improvisation and infinite choices, scope, etc.

It makes no sense when people say AI can't do this or that. It will do it next week.

Re: Rendering a game in real time with AI

#29

We did a similar thing at tldraw with Draw Fast ( https://drawfast.tldraw.com/ ) and it was very fun. Inspired a few knock offs too. We had to shut it down because it was getting popular on Russian Reddit. A related project Lens ( https://lens.tldraw.com ) also used the same technique, but in a collaborative drawing app. At the peak, when we were streaming back video from Fal and getting <100ms of lag, the setup prod…

Is there any chance you'd open up the source for those projects so others can play with them?

Re: Rendering a game in real time with AI

#30

I do not get the point of this at all, why not just generate game assets and run them in an engine? With this format there would be no regularity that the thing you saw before will look the same (and that is not a fixable problem). Actually figuring out and improving AI approaches for generating consistent and decent quality game assets is actually something that will be useful, this I have no idea the point of past…

hack, learn and have fun, that's it.
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