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Rendering a game in real time with AI

blog.jeffschomay.com

91–100 of 115 posts

Re: Rendering a game in real time with AI

#92
post #86

Earlier quoted context omitted.

It's interesting to see software engineers realize that AI can be useful in the hands of competent engineers, but that LLMs tend to produce a mess in the hands of those with little software engineering knowledge. Then they're confused why generative AI asset creation doesn't look that good in the hands of people who have no art training. I know someone creating a game, and she is using AI in asset creation. But she's…

Really interesting perspective honestly, I legitimately have no issue with machine learning being used as a tool, like all technology it has benefits! It’s when it’s used as a replacement for creativity that really gets to me.

Having spent a lot of time talking to engineers working on AI tools, I find the idea that AI is intended to replace creativity comes entirely from internet comment sections and not from the engineers working on AI.

Re: Rendering a game in real time with AI

#93
This is awesome! I can definitely see it delivering value, especially over with procedurally generated terrain with 100s or 1000s of different terrain types and combinations—especially if user-defined properties get involved, ie what artists can't predict or prepare for, producing materials via something like https://infinite-craft.gg/

Re: Rendering a game in real time with AI

#95
post #47

The power consumption of modern gaming is getting a bit out of hand. This AI stuff is taking it to the next level. Ray tracing and other forms of real time global illumination are extremely resource intensive approaches to lighting a scene. Every client machine has to figure out how to light everything every single frame. Contrast this with baked global illumination where the cost is incurred exactly once and is amor…

It doesn't seem like moralizing about resources matters for velocity or capability.

> You cannot replace your art team by consuming more electricity

This isn't true.

Re: Rendering a game in real time with AI

#96
post #11

I'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.

…but then you just have a graphics card, built to render graphics, that you could tap instead through traditional tooling that’s already widely known and which produces consistent output via local assets. 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 so…

Nah, vibe coding is the wrongest use of technology, this is way to go. Why? Because good rendering isn't the necessarily most physically accurate one. You might actually want non-realistic rendering, and (depending on the specific style) it might be hard to impossible to get the right one on traditional pipeline. E. g. take "cartoonish" look - toon shading is, frankly said, total crap, because the artists rely on explicitly non-physical geometry to provide visual clues. This is definitely the future. Render on a normal pipeline (maybe with no lighting model at all), then put it through a style transfer network.

Re: Rendering a game in real time with AI

#97

Earlier quoted context omitted.

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…

There are no moving goalposts, though there is a certain lack of precision in the discussion, on both ends. There is a commonly accepted scale of self-driving car autonomy. By some accounts Waymo can be considered to be level 4, by others they are only level 3. By no account are they level 5, nor is anyone else.

Those are the goalposts and they've been in the same spot for quite a while now.

Re: Rendering a game in real time with AI

#98
post #6

I'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…

like this https://asciiart.club/ ? you don't really need AI for that.

if you have to use AI diffusion models are a poor choice for the target. might be easier to train an LLM to output actual text art.

Re: Rendering a game in real time with AI

#99
post #35
post #32

Earlier quoted context omitted.

"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.

Waymos are driving themselves around several cities right now.

In full self driving mode, meaning with no human overlooking and correcting?

Re: Rendering a game in real time with AI

#100
post #8
post #5

Earlier 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…

Todays game graphics can render in any style the artist chooses. Its actually AI that has the inability to produce a unique style.
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