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by coolKid721
301 days ago
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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). |
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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?