
Grummz
@Grummz • 300,712 subscribers
Games. Firefall, Em-8ER, OG WoW Team Lead. Diablo 2 Producer, Starcraft. AI Engine/Game Builder.
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Did Cyberpunk 2077 just beat GTA 6 graphics? The NVIDIA DLSS 5 Neural AI leak allows modders to enable it for nearly any game now, from Gatcha games to Skyrim and now Cyberpunk 2077. YouTuber Swurvgaming shows off maxed out DLSS 5 Neural Rendering, which uses AI to render characters extremely realistically with higher fidelity than even GTA 6 arguable. Whether or not you like the look is something else. Many are calling it the worst thing they've ever seen, with uncanny valley and AI slop accusation. If you look at my other posts like DLSS 5 on Skyrim, you will see the look can be subtle too and there are sliders you can use to tune it. Subtle is better, IMHO. This is done via the RenoDX mod, which unlocks a still experimental NVIDIA DLL feature. This technology was first demo's by nVidia and took TWO 5090's to run. Now it's running at 30fps on a 5060 for many games like CONTROL. I think this tech is going to start dominating games, not just for realism, but for stylized looks and refreshing older games like Skyrim, where the tech works without that feeling of creepy alienation. This is just one filter. With AI you can train it for a lot of different looks, like Anime or even something like Arcane. Changing the look of a game will be something available at the flick of a switch and personalized by you, the player's taste.
Grummz335,576 views • 4 days ago

I ditched Unreal for AI. Kaiju Engine is a completely AI written replacement. To prove it was ready for production, I tested it by recreating and porting my old game, Firefall, into Kaiju, purely from the Steam download, no source. And it worked. Real game code is messy, full of difficult details and compromises. If our engine could handle a commercially released game, it proves you can ship a game with it. We're developing 2 orders of magnitude faster (93x) by lines of code and features. We have fewer bugs, and iteration is super fast. Build times have gone from 30 mins (Unreal) to 36 seconds. Feature rate is through the roof, days instead of months. Our original engine for Firefall took 2-3 years and cost over 5M to build (adjusted). Our new engine was written in 5 months for a couple grand. We built only what we needed, with none of the Unreal bloat. And we added some features: - Modern meshlet based rendering with PBR. - Vis Buffer/Forward+ with clustered lighting. - Id Tech 5 style megatexture streaming. - Planetary sized renderer (entire solar systems possible). - Seamless flight from ground to orbit and space. - No loading screens. - Procedural planet generation with plate simulation. - Client/Server at all times. - Ozz for animation. Jolt for Physics. - Companion Blender plug-in for AI directed asset exports. - 140fps currently, 200-300 projected after optimizations. You can see Firefall's assets and levels ported over into our engine in the video. Texture resolution and pop-in are limitations of the original game (high rez CDN based textures were lost when game went offline, fog hid the original's pop-in). Our meshlet renderer will be able to do much better with LOD and already supports high rez textures. I used Grok/Codex/Claude to tag team the code. This is not just a boon for indie games, it's a real game changer for game preservation. The reaction to seeing this 10 year old discontinued game revived is very emotional for Firefall fans. But we're not just preserving Firefall, we're going beyond, creating an original game that is the spiritual successor, Em-8ER. Gliding, jumpjets... it's all coming back. Moving past Unreal let us move much faster, without the bloat, and with better performance. If you want to signup to follow news on the game, sign up is free at
Grummz353,118 views • 17 days ago

David Jaffe, Creator of God of War, reacts to the reveal of GOW: Laufey. "That looks like shit...reminds me of Forspoken" "So uninsipired, so dull." "It's dead. That game is not going to do well." David is gonna get a lot of crap for this, so props for him calling it. But he's gonna get a call. And a lot of pressure from his "just consume the female protagonist" audience and circle of friends. I'm really curious what he says about it again in a couple of days.
Grummz1,334,365 views • 3 months ago

The year is 2026, robots have exceeded the best of our Olympic break dancing athletes...😂
Grummz54,207 views • 5 days ago

Horizon Hunters Gathering has been all but cancelled: - Playtests were negative. - Execs/Devs already moved shuffled. - Live service component ordered removed. It really was going to be Concord 4. Asmongold was right. - Lighting was exactly as you would expect. - Fat and diverse cast of character for checkboxes. - Tumbler art style. We all knew. We all told them. Nobody listened to gamers again.
Grummz124,361 views • 13 days ago

The WORST SCENE in DRAGON AGE VEILGUARD just dropped. You can never apologize enough, and you have to do it in JUST the right way, Dragon Age lectures. Dragon Age Veilguard lectures you on the right way to apologize for misgendering someone, and it is as cringe, long and painfully drawn as you would imagine. No wait, it's worse.
Grummz7,808,756 views • 1 year ago

Wall collisions used to matter. Every Tomb Raider wall collision since 1996.
Grummz1,947,101 views • 8 months ago

This AI generated version of Rachael "Raygun" Gunn's Olympic performance in breakdance is ...
Grummz5,873,706 views • 2 years ago

Unreal Engine 5.8 has AI integration with Claude and Codex. Runs in terminal beside the engine, connected via MCP to fully control the Editor. Place props, generate cities procedurally, and even art direct the lighting. Unreal Engine 5.8 available today. Pretty much any Unreal game from now on is gonna need an AI label.
Grummz504,098 views • 2 months ago

