| > 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. 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? |
And no if you heavily visually modify something with AI models to the extent it significantly alters the appearance it simply has no way of being consistent unless you include the previously generated thing somehow which then has the huge problem of how do you maintain that over an 80 hour game? How do you inform the AI what visual elements (say text, interactive elements) are significant and can be modified and which can't? (You can't)
Actually using AI to generate assets, having a person go in to make sure they look good together and make sure they match then just saving them as textures so they function like normal game assets makes 10000x more sense then generating a user image then trying to extract "hey what did the wrapper of this candy bar look like" from one ai generated image and figuring out how to make sure that is consistent across that type of candy bar in the world and maintains that consistency throughout the entire game, instead of just you know, generating a texture of a candybar?