Earlier quoted context omitted.
Indeed, I'd be curious to see what some indie devs do with it.
Imagine a game where you step into a portrait and are suddenly in the art style of the image. You suddenly walk into a countryside that feels american-gothic style, and then time-jump to 1940s New York in the style of Nighthawks. (different) Stylization as a medium in games isn't that explored, and the opportunity for indie devs to play with that is, IMO, really cool.
Google Stadia uses Style Transfer ML to change video game art in real time
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Re: Google Stadia uses Style Transfer ML to change video game art in real time
#72To me this was the least interesting part of the Stadia reveal. State share was the real innovation imo. Would any serious game studio use style transfer ml to actually replace their visual artists? Didn't seem like the quality was there. That said, it is an awesome PoC. Just not something I see being practically applicable.
Actually, I wonder if there's potential in something like this for accessibility purposes. If you have one of the many variations of color-blindness, for instance, could such a restyling be helpful? Could other neurological disabilities be similarly aided by dynamically restyling visuals?
Re: Google Stadia uses Style Transfer ML to change video game art in real time
#73There is nothing more Googley than building something that's technically impressive with absolutely no - or even antithetical - market fit
Onlive - required other people's infrastructure and a hardware play, and a software client. Playstation Now - required Sony to buy/use a cloud service, maintain it, and expensive Sony hardware just as a force of habit. Google - negligible instance running on their existing infrastructure, maintained under existing processes, playable on chromecasts already in hotels and homes everywhere, alongside browsers and mobile…
Are there actually Chromecasts in hotels? I have never seen one and curious which chains have them.
Re: Google Stadia uses Style Transfer ML to change video game art in real time
#74The useful application for AI in streamed gaming seems like it would be for predicting the next 30ms to avoid input lag. This seems gimmicky at best. Prediction has to take place on the client though - so the challenge is making it cheap.
Re: Google Stadia uses Style Transfer ML to change video game art in real time
#75To me this was the least interesting part of the Stadia reveal. State share was the real innovation imo. Would any serious game studio use style transfer ml to actually replace their visual artists? Didn't seem like the quality was there. That said, it is an awesome PoC. Just not something I see being practically applicable.
I think the more interesting applications will come when you get tools like this used by visual artists, complementing handmade design. The demo is cool but uses style transfer very bluntly, applying one style to the whole image with high intensity. I imagine the future of this is something more like neural "shaders", able to apply real-time pixel alterations to scenes or objects within scenes. Used carefully, they c…
I have been thinking about a process where a procedurally generated template is completed by artists and subsequently used as a base for training an AI to apply to further procedural generations.
I also wonder if you can do micro style adjustments to unify artistic style, train a net on one particular artists work, the rest of the team copy the general style but use a final pass of a style transfer to make it a closer match.
Re: Google Stadia uses Style Transfer ML to change video game art in real time
#76Earlier quoted context omitted.
A few days ago I commented on the Stadia on HN and basically predicted the same thing. Does not seem to be a popular opinion however..
I do find HN to be against sarcasm of any kind, which in it's own way is slightly ironic. I enjoyed your comment [1] and consequently upvoted it! [1] https://news.ycombinator.com/item?id=19433773
I can imagine walking down the street in Call of Duty game or something like Cyberpunk 2077 and seeing ads overlaid on wall textures of buildings.
Re: Google Stadia uses Style Transfer ML to change video game art in real time
#77To me this was the least interesting part of the Stadia reveal. State share was the real innovation imo. Would any serious game studio use style transfer ml to actually replace their visual artists? Didn't seem like the quality was there. That said, it is an awesome PoC. Just not something I see being practically applicable.
Re: Google Stadia uses Style Transfer ML to change video game art in real time
#78Earlier quoted context omitted.
You still have to do all the work of building the geometries for the art assets, are you really saving that much on not having to color/texture those assets?
Maybe? One of the hacks of adding more assets without having to do much work is just recycling existing assets by assigning different color schemes/textures.
Re: Google Stadia uses Style Transfer ML to change video game art in real time
#79To me this was the least interesting part of the Stadia reveal. State share was the real innovation imo. Would any serious game studio use style transfer ml to actually replace their visual artists? Didn't seem like the quality was there. That said, it is an awesome PoC. Just not something I see being practically applicable.
Hypothesis: the rough and relatively unpredictable results are not so much a good fit for finished products as it is for _rapid visual prototyping_. A good art director could use this to quickly settle on a rough goal around which the rest of the game would be targeted. I'm aware the pipeline usually goes from art director -> development, but this could help, say, a competent dev team with a gameplay direction but no…
Re: Google Stadia uses Style Transfer ML to change video game art in real time
#80Earlier quoted context omitted.
> Would any serious game studio use style transfer ml to actually replace their visual artists? No, a serious (AAA) studio would not. OTOH, the platform might intend to support producers that aren't AAA studios, and whose limited pre-release resources are focussed on gameplay more than art assets, and those producers might view it very differently than AAA studios.
You still have to do all the work of building the geometries for the art assets, are you really saving that much on not having to color/texture those assets?