Scientists have built a framework that gives generative AI systems like DALL·E 3 and Stable Diffusion a major boost by condensing them into smaller models — without compromising their quality.
+10 for “randomly” linking latent vision. Thats the dude that made ipadapter for stable diffusion which is hands down revolutionary for my comfyui workflows.
I actually fully agree on all the 3D stuff, i remember that gta video.
My comment was reflecting the following idea, ahum
“putting the whole image through Al. Not just the textures. Tell it how you want it to look and suddenly a grizzled old Mario is jumping on a realistic turtle with blood splattering everywhere.” -bjoern_tantau
But on the topic of modern 3D I expect we can go very far. Generate high quality models of objects. Venerate from that a low poly version + consistent prompt to be used by the game engine ai during development and live gaming. Including raytracing matrixds (not rtx but yes sikilar but for detection. (which admittedly coded exactly once to demonstrated for an exam and barely understand ) what i try to say is some clever people will figure out how to calculate collisions and interaction using low poly+ai.
I am very impressed by the retrogameXMaster but i think it may also depend on the game.
In these older games the consistency of its gameplay is core to its identity, there pre graphics. hitbox detection is pixel based which is core gameplay and influences difficulty. Hardware limitations in a way also become part of gameplay design.
You can upscale and given many of em fancy textures and maybe even layers of textures, modded items and accessibility cheats.
But the premises: “ Not just the textures. Tell it how you want it to look and suddenly a grizzled old Mario is jumping on a realistic turtle with blood splattering everywhere.”
An ai can coock something up like that
But it will be a new distinct Mario game if you change all that much of what’s happening on screen:
Anyway i am tired and prob sound like a lunatic the longer i speak so again thanks for the good read.
First of all thank you for the detailed reply.
+10 for “randomly” linking latent vision. Thats the dude that made ipadapter for stable diffusion which is hands down revolutionary for my comfyui workflows.
I actually fully agree on all the 3D stuff, i remember that gta video.
My comment was reflecting the following idea, ahum
“putting the whole image through Al. Not just the textures. Tell it how you want it to look and suddenly a grizzled old Mario is jumping on a realistic turtle with blood splattering everywhere.” -bjoern_tantau
But on the topic of modern 3D I expect we can go very far. Generate high quality models of objects. Venerate from that a low poly version + consistent prompt to be used by the game engine ai during development and live gaming. Including raytracing matrixds (not rtx but yes sikilar but for detection. (which admittedly coded exactly once to demonstrated for an exam and barely understand ) what i try to say is some clever people will figure out how to calculate collisions and interaction using low poly+ai.
I am very impressed by the retrogameXMaster but i think it may also depend on the game.
In these older games the consistency of its gameplay is core to its identity, there pre graphics. hitbox detection is pixel based which is core gameplay and influences difficulty. Hardware limitations in a way also become part of gameplay design.
You can upscale and given many of em fancy textures and maybe even layers of textures, modded items and accessibility cheats.
But the premises: “ Not just the textures. Tell it how you want it to look and suddenly a grizzled old Mario is jumping on a realistic turtle with blood splattering everywhere.”
An ai can coock something up like that But it will be a new distinct Mario game if you change all that much of what’s happening on screen:
Anyway i am tired and prob sound like a lunatic the longer i speak so again thanks for the good read.