If anyone has any tips for how I could achieve this, I would love to hear your ideas.
This is ASCII: https://commons.wikimedia.org/wiki/File:ASCII-Table-wide.svg
While it might take a bit longer to generate, you're still saving network and authentication latency.
https://madebyoll.in/posts/game_emulation_via_dnn/demo/
https://madebyoll.in/posts/game_emulation_via_dnn/
Hook world state up to a server and you have multiplayer.
2025 update:
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 sound, and transmit it back to the player precludes remote rendering for all but the most latency-insensitive games and framerates. It’s publishers and IP owners trying to solve the problem of ownership (in that they don’t want anyone to own anything, ever) rather than tackling any actually important issues (such as inefficient rendering pipelines, improving asset compression and delivery methods, improving the sandboxing of game code, etc).
Trying to make AI render real-time visuals is the wrongest use of the technology.
At the peak, when we were streaming back video from Fal and getting <100ms of lag, the setup produced one of the most original creative experiences I’d ever had. I wish these sorts of ultra-fast image generators received more attention and research because they do open up some crazy UX.
The tactile reaction to playing with this tech is that it feels utterly sci-fi. It's so freaking cool. Watching videos does not do it justice.
Not enough companies or teams are trying this stuff. This is really cool tech, and I doubt we've seen the peak of what real time rendering can do.
The rendering artifacts and quality make the utility for production use cases a little questionable, but it can certainly do "art therapy" and dreaming / ideation.
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).
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.
The failure mode for getting a self-driving car right is grave. The failure mode for rendering game graphics imperfectly is to require a bit of suspension of disbelief (it's not a linear spectrum given the famous uncanney valley, etc., I'm aware). Games already have plenty of abstract graphics, invisible walls, and other cludges that require buy-in from users. It's a lot easier to scale that wall.
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?
sjsdaiuasgdia•2h ago
The "better" version renders at a whopping 4 seconds per frame (not frames per second) and still doesn't consistently represent the underlying data, with shifting interpretations of what each color / region represents.
faeyanpiraat•1h ago
This is getting into the direction of a kind of simulation where stuff is not determined by code but a kind of "real" physics.
roxolotl•1h ago
curl-up•1h ago
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 heavy uncanny-valley effects that makes modern games unplayable.
On the other hand, images created by image models today look fully realistic. If we assume (and I fully agree that this is a strong and optimistic assumption) that it will soon be possible to run such models in real time, and that techniques for object permanence will improve (as they keep improving at an incredible phase right now), then this might finally bring us to the next level of realism.
Even if realism is not what you're aiming for, I think it's easy to imagine how this might change the game.
jsheard•40m ago
curl-up•31m ago
I did not claim that AI-based rendering will overcome traditional methods, and have even explicitly said that this is a heavy assumption, but explained why I see it as exciting.
sjsdaiuasgdia•9m ago
actuallyalys•1h ago
elpocko•25m ago
harph•43m ago
I wonder if this approach would work better:
1. generate the whole screen once
2. on update, create a mask for all changed elements of the underlying data
3. do an inpainting pass with this mask, with regional prompting to specify which parts have changed how
4. when moving the camera, do outpainting
This might not be possible with cloud based solutions, but I can see it being possible locally.
johnfn•42m ago
Dang man it's just a guy showing off a neat thing he did for fun. This reaction seems excessive.
ozmodiar•18m ago