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…
Rendering a game in real time with AI
31–40 of 115 posts
Re: Rendering a game in real time with AI
#32I 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.
So full self driving vecicles will be finally ready next week then? Great to hear, though to be honest, I remain sceptical.
Re: Rendering a game in real time with AI
#33Re: Rendering a game in real time with AI
#34...where "ASCII" means an image made up of a grid of elements from a limited set of glyphs.
And those glyphs are not ASCII This is ASCII: https://commons.wikimedia.org/wiki/File:ASCII-Table-wide.svg
Re: Rendering a game in real time with AI
#35Earlier quoted context omitted.
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.
"It makes no sense when people say AI can't do this or that. It will do it next week." So full self driving vecicles will be finally ready next week then? Great to hear, though to be honest, I remain sceptical.
Re: Rendering a game in real time with AI
#36This 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.
Re: Rendering a game in real time with AI
#37I 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…
Dunno, this seems like an avenue definitely worth exploring.
Plenty of game applications today already have a render path of input -> pass through AI model -> final image. That's what the AI-based scaling and frame interpolation features like DLSS and FSR are.
In those cases, you have a very high-fidelity input doing most of the heavy lifting, and the AI pass filling in gaps.
Experiments like the OP's are about moving that boundary and "prompting" with a lower-fidelity input and having the model do more.
Depending on how well you can tune and steer the model, and where you place the boundary line, this might well be a compelling and efficient compute path for some applications, especially as HW acceleration for model workloads improves.
No doubt we will see games do variations of this theme, just like games have thoroughly explored other technology to generate assets from lower-fidelity seeds, e.g. classical proc gen. This is all super in the wheelhouse of game development.
Some kind of AI-first demoscene would be a pretty cool thing too. What's a trained model if not another fancy compressor?
Re: Rendering a game in real time with AI
#38This 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.
Re: Rendering a game in real time with AI
#39I 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…
Re: Rendering a game in real time with AI
#40I 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…