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Rendering a game in real time with AI

blog.jeffschomay.com

71–80 of 115 posts

Re: Rendering a game in real time with AI

#71

Earlier quoted context omitted.

Wait til it snows.

The discussion around self-driving cars often feels like shifting goalposts: each time one feature is achieved, a new requirement is added, perpetually delaying the "final" answer. Self-driving cars are "here"... until someone adds another requirement.

I mean by your logic self driving cars were invented back when we put a steam engine on some tracks in the 1800s. Of course the goalposts shift when the hypesters are trying to sell you on an idea like "AI will be able to do literally everything next week".

Yes, Waymo can today drive around extremely dense car-friendly cities that are scanned and mapped in great detail weekly... They also still have to have remote human intervention all the time, and are freaked out by traffic cones being placed on the hood. I grew up in Indonesia and that's where I learned to drive, and trust me, if Waymo is ever able to navigate 100 meters on any road in Jakarta I'll happily concede and consider self-driving to be a solved problem.

Re: Rendering a game in real time with AI

#73

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…

Here’s a recent demo made by researchers at Nvidia trying to render the most detailed, realistic scene possible using AI tech to a small degree -mostly as asset compression, but also in material modeling beyond what direct approaches can currently handle in real time: https://m.youtube.com/watch?v=0_eGq38V1hk Here’s a video from a rando on Reddit conveniently posted today after playing around for an afternoon: https:…

There's something so unsettling about that 2nd link you posted, and I don't mean from an "AI is impressive" POV (I think it looks like absolute garbage but will probably continue improving bit by bit). There's something even in the still frames which scratches my brain in a very unpleasant way, it's hard to describe the sensation. The closest thing is "disgust", maybe it's a uncanny valley type of effect.

Also, how are these 2 comparable at all? Obviously the video looks more "realistic", the first one is obviously a game demo of some kind and is stylized, whereas the latter looks like a terrible travel agency ad.

Re: Rendering a game in real time with AI

#74
post #37

Earlier quoted context omitted.

> I do not get the point of this at all 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. E…

Compared to just coming up with and having solid systems for generating game assets? Actually having decent quality style consistent 3d models, texture work, animation, sound effects, etc (especially if it were built into say a game engine or something) would actually revolutionize indie game dev. Games are fundamentally artistic works so yes anything decent will actually require tailoring and crafting, AI set up to…

I think you're making a lot of good points for the current SOTA.

That being said, it took us a few hundred years all in all just to work out paint, so if people keep working with this tech eventually a game designer could, in theory, lay out the skeleton of a game and tell an AI to do the rest, give it pointers and occasional original art to work into the system, and ship a completed playable game in days.

Whether it will be worth playing those games is an entirely different enchilada to microwave.

Re: Rendering a game in real time with AI

#75
post #35

Earlier quoted context omitted.

Waymos are driving themselves around several cities right now.

Yes, go to rome. I will be impressed when we have self driving cars in rome.

They are in San Francisco today so it's not like they are doing this on easy mode.

Re: Rendering a game in real time with AI

#76
post #48
post #29

Earlier quoted context omitted.

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

They've already shared it under a none-commercial use license: https://github.com/tldraw/draw-fast The TLDraw team, from what I have seen, is really open in sharing their experiments under their own license. Not FOSS strictly, but I feel their licensing approach and decision is fair considering how they fund development, know that it's a contentious topic though for some.

According to that link, you're running the frontend locally but all the work is happening on fal.ai. So the interesting part is not open source.

Re: Rendering a game in real time with AI

#77

Earlier quoted context omitted.

Wait til it snows.

The discussion around self-driving cars often feels like shifting goalposts: each time one feature is achieved, a new requirement is added, perpetually delaying the "final" answer. Self-driving cars are "here"... until someone adds another requirement.

Operating in the snow is not a niche requirement.

Re: Rendering a game in real time with AI

#78

Earlier quoted context omitted.

The discussion around self-driving cars often feels like shifting goalposts: each time one feature is achieved, a new requirement is added, perpetually delaying the "final" answer. Self-driving cars are "here"... until someone adds another requirement.

I mean by your logic self driving cars were invented back when we put a steam engine on some tracks in the 1800s. Of course the goalposts shift when the hypesters are trying to sell you on an idea like "AI will be able to do literally everything next week". Yes, Waymo can today drive around extremely dense car-friendly cities that are scanned and mapped in great detail weekly... They also still have to have remote hu…

No, that is not my logic. It completely misrepresents my logic. My comment was not equating hype with reality, it was about the constantly moving goalposts in discussions about _autonomous vehicles_.

In fact, I am not arguing that self-driving cars are perfect or global. I am pointing out how people keep changing the definition of "solved" which makes it look like the finish line keeps moving.

We do have what parent said, it is a reality. It is also the reality that it is not perfect, but somehow the latter is made to minimize or completely dismiss the former.

Re: Rendering a game in real time with AI

#79

Earlier quoted context omitted.

The discussion around self-driving cars often feels like shifting goalposts: each time one feature is achieved, a new requirement is added, perpetually delaying the "final" answer. Self-driving cars are "here"... until someone adds another requirement.

Operating in the snow is not a niche requirement.

No one said that it is, nor that self-driving cars are fully solved. My issue is with the snarky remarks of shifting goalposts. See my other reply.

I just do not think that your response is a valid response to a fact ("Waymos are driving themselves around several cities right now").

Re: Rendering a game in real time with AI

#80

Earlier quoted context omitted.

Compared to just coming up with and having solid systems for generating game assets? Actually having decent quality style consistent 3d models, texture work, animation, sound effects, etc (especially if it were built into say a game engine or something) would actually revolutionize indie game dev. Games are fundamentally artistic works so yes anything decent will actually require tailoring and crafting, AI set up to…

I think you're making a lot of good points for the current SOTA. That being said, it took us a few hundred years all in all just to work out paint, so if people keep working with this tech eventually a game designer could, in theory, lay out the skeleton of a game and tell an AI to do the rest, give it pointers and occasional original art to work into the system, and ship a completed playable game in days. Whether it…

This whole attitude is just the attitude of tech demos. Nothing good or worthwhile will be "completed playable game in a couple days" actually making anything good takes a huge amount of time and effort and thought. Empowering a small indie studio or solo indie dev so they could make something AA or AAA quality should be the actual goal. If you have 4 people able to make a skyrim level game in a year or two that's an insane feat, that should be the goal. Not someone who doesn't give a shit throwing some prompt and making some slop game that is exactly like 500 other slop games people generate with one prompt.

Like with that tech what kind of games would say random solo developers plugging at it and refining it be able to make in 4 years, that is the extremely compelling stuff. One person being able to make some auteur AAA quality game on their own, even if it takes a long time that might actually be good. If there are AI games those are the ones I'd want to play.

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