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200HP vs 1000HP Speed Comparison ๐ŸŒ†๐Ÿš—๐ŸŒƒ๐ŸŽ๏ธ Longer version on YT which shows the 'Stiff' Camera mode(less FOV, less movement) #screenshotsaturday #gamedev #indiedev #gamedesign #jdm #indiegame

58,210 Aufrufe โ€ข vor 3 Jahren โ€ขvia X (Twitter)

10 Kommentare

Profilbild von Night-Runners
Night-Runnersvor 3 Jahren

Main song: ASC - Binary

Profilbild von Savachi
Savachivor 3 Jahren

you did a really great job with that camera and fov especially. this comprasion really feels like it has difference. i remember all past race games released, and their 300km/h doesn't feel at all. but yours 280~... it gave me goosebumps just like in childhood

Profilbild von 1991 Nissan Figaro
1991 Nissan Figarovor 3 Jahren

what i think would be kinda cool is if we can put our mp3 files in the game and use them as a custom soundtrack. BUUT im no game dev, and copyright may be involved ๐Ÿ˜… game looks good tho, dont rush yourself pls <3

Profilbild von Silver
Silvervor 3 Jahren

This game looks so sick

Profilbild von Mฬท. ษษฏแด‰ษนnl
Mฬท. ษษฏแด‰ษนnlvor 3 Jahren

reminds me of Tokyo Xtreme Racer 3

Profilbild von i n f i n i d r i f t ๐Ÿ’จ
i n f i n i d r i f t ๐Ÿ’จvor 3 Jahren

the sense of speed is amazing๐Ÿ˜

Profilbild von stef826
stef826vor 3 Jahren

I've seen a fair bit of gameplay and this game seems really cool tbh, but I'm wondering if it will ever come to console

Profilbild von rico suave
rico suavevor 3 Jahren

@plaguedme

Profilbild von phil
philvor 3 Jahren

when can i play this im BEGGING

Profilbild von ba
bavor 3 Jahren

Can't wait for the releases

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Ice Universe

127,679 Aufrufe โ€ข vor 2 Monaten

DeepSeek allegedly beat ChatGPT. So should we all switch? Here's a comparison for academics: ๐Ÿ‘‡ The prompt: ๐ŸŽฏ I asked a fairly complicated question on how to analyze my data collection to gain novel ecological insights and for references to similar papers for each suggestion. Here are the results: 1๏ธโƒฃ Content: - DeepSeek provided deeper, shorter replies that I perceived as more creative. - ChatGPT played it safe and gave me slightly more obvious solutions 2๏ธโƒฃ Hallucinations: - DeepSeek found 40+ search results and each cited paper had a link attached. No hallucinations. - ChatGPT hallucinated 2 out of 7 papers. 3๏ธโƒฃ Speed: - DeepSeek (free version) was many times slower and often didn't reply due to server overload 4๏ธโƒฃ Customizability: - ChatGPT's replies are much more customisable. By using "Custom Instructions" you can vary the length and include more or less formulae. 5๏ธโƒฃ Length: - ChatGPT generally gave much longer and more detailed replies. 5๏ธโƒฃ Guidance: - ChatGPT created a 4-step plan on using my data, which made sense but was quite vague on implementation topics. - DeepSeek gave me links to the coding packages I should be using, which was very helpful. ๐Ÿค” My 2 cents If you're a premium subscriber to ChatGPT, keep using it - the results are very similar and can be fine-tuned. Keep an eye out DeepSeek, as it is much more efficient (~10x cheaper under the hood), it might produce more impressive models later on.

Ilya Shabanov

38,452 Aufrufe โ€ข vor 1 Jahr

๐Ÿšจ NEW ANANTA GAMEPLAY FEATURES ๐Ÿšจ This new footage shows just how much there is to do in ANANTA: โ€ข ๐Ÿ’ฌ Interactive NPC conversations & social interactions โ€ข โค๏ธ Dating/relationship-style encounters with characters โ€ข ๐Ÿ™๏ธ A huge, highly detailed open-world city โ€ข ๐Ÿšถ Seamless exploration on foot โ€ข ๐Ÿš— Drivable vehicles, including cars, taxis and vans โ€ข ๐Ÿš“ Police chases & dynamic traffic encounters โ€ข ๐Ÿข Enterable indoor locations and buildings โ€ข ๐Ÿ›๏ธ Shops, restaurants and various city venues โ€ข ๐ŸŽฎ Arcade/entertainment locations and mini-game-like activities โ€ข ๐Ÿ•บ Social activities, dancing and group events โ€ข โšฝ Sports activities and crowded public events โ€ข ๐Ÿ‹๏ธ Character animations/interactions with the environment โ€ข ๐ŸŽ๏ธ A large vehicle showroom/garage โ€ข ๐ŸŒ† Day/night city atmosphere with changing environments โ€ข ๐ŸŒ… Scenic waterfront areas and city views โ€ข ๐ŸŽค Club/nightlife locations with performances โ€ข ๐Ÿ‘ฅ Dense crowds and highly active NPCs โ€ข โš”๏ธ Action/combat sequences mixed naturally with open-world exploration ANANTA is looking less like a traditional open-world RPG and more like a full living city where you can explore, socialize, drive, fight and just mess around. And this is only one gameplay showcase. ๐Ÿ‘€๐Ÿ”ฅ #ANANTA #AnantaGame #Mugen #Gaming

Danny

45,055 Aufrufe โ€ข vor 1 Monat

๐ŸŽฌ Whimsical Reverie | Preview: Dawning Heartlight >> Main Attribute: Elegant ๐Ÿฆ Outfit Details [Dawning Heartlight] can be evolved into the following outfits: [Dawning Heartlight: Empty Cocoon] (Stage 1), [Dawning Heartlight: Falling Flame] (Stage 2), and [Dawning Heartlight: Renewed Gleam] (Stage 3). Fully glow it up to obtain the [Dawning Heartlight: Fledgling] outfit. ๐Ÿฆ Outfit Ability After using the ability, Nikki summons a golden-maned lion, which enters Follow Mode. Nikki can freely switch between four modes: Follow, Mount, Hover, and Sprint. While in Mount Mode, she can switch to Sprint Mode, greatly increasing movement speed. Use the Hover button to leap into the air and enter Hover Mode. While hovering, use the ability button to select a target and dive toward it. Press the Hover button again to end Hover Mode and land. In Ability Settings, Smart Mount Mode can be enabled. When enabled, pressing the ability button will switch directly between mounting and dismounting without entering Follow Mode. Mount via Interact can also be enabled, allowing the Interact button to be used for mounting and dismounting. Even after switching to another ability, the Interact button can still be used to mount or dismount. When disabled, mounting can only be controlled with the ability button. โ– Special Effect: In the open world, after Nikki fires a charged arrow while riding the golden-maned lion, the lion will let out a roar, knocking back Esselings within a certain area ahead and briefly slowing Whimstars within a certain surrounding area. Note: The [Gilded Dawnchaser: Mount] ability cannot be used in Realm Challenges or any boss stages. Hover Mode is unavailable in uncleared dungeons. ๐Ÿฆ Resonance Rewards Based on your number of Resonance attempts in [At Dreams' Dawn], you can earn rewards such as [Dawning Heartlight: Makeup], [Momo's Cloak: Radiant Wish], and the decoration [Sacred Heartyard]. This decoration can be placed in open spaces for photography and display. ๐Ÿฆ Evolution Rewards Reaching Evolution Stage 1 unlocks the pose [Wings Renewed]. Reaching Evolution Stage 2 unlocks [Feather's Wish] for Momo's Camera: Framed Moment and the decoration [Sacred Heartyard: Radiance], which features a new look, special effect colors, and interactive animations. Reaching Evolution Stage 3 unlocks [Wishful Wind Ballad: Makeup], a new idle animation, the poses [Longing for the Light], [Weaving Dreamlight], and [Echoes Within], plus enhanced special effects and alternative details for certain pieces. โ€”โ€” โžค Infinity Nikki Version 2.8 Golden Dust launches globally on July 16 (UTC-7)! โžค Download Now: โžค Join us on Facebook Group: #InfinityNikki #GoldenDust #GoldenCity

Infinity Nikki

60,142 Aufrufe โ€ข vor 2 Monaten

I just compared Claude Code vs Codex vs Cursor CLI The task was to build a Next.js app with Tailwind 4 and shadcn components to collect customer feedback and showcase it with a widget. I gave all three the same prompt and let them go for 30 minutes to see what they came up with. Claude Code with Opus 4.1 Even though I told it to set up the app in the existing project folder, it tried to create a directory for it. After I interrupted and told it not to do that, it built a demo form and landing page with no errors. I had to ask it to make the demo interactive so users could submit a testimonial and preview it. The landing page looked like AI and was pretty basic, but it worked and it was done in a fraction of the time of the others. Total tokens used: 33k Codex with GPT-5 At the end of the 30 minutes I just could not get Codex to produce a working app. It got stuck in a loop of not being able to set up Tailwind 4 and despite many, MANY, attempts, I ended up with a "failed to compile" error. Total tokens used: 102k Cursor Agent with GPT-5 This was the slowest agent by far and a couple of times I actually thought it got stuck in a loop and was close to Ctrl+C'ing to cancel it. The TUI is really nice though, especially how it shows diffs and it did eventually build a working app (after one or two slight errors that needed fixing) The demo was interactive and it had a very minimal design that looked bare but also a lot less like an "AI generated" app than the Opus 4.1 design. It also wasn't too chatty and just did what it needed to do! Code quality was on a par with Opus 4.1, but it did use 5.5x as many tokens to get there. Still cheaper than Opus on a direct comparison but not when you factor in a Claude Code Max subscription. Total tokens: 188k I'll be able to do a proper comparison and record some videos when I'm back from holiday but for now, Opus is still the more capable model out of the box and Claude Code is the more complete CLI product. It will be interesting to see how Cursor evolve their CLI though with commands and subagents because I think with GPT-5 they have a real shot at providing competition for Claude Code if they can optimise output to get similar quality with less tokens. Jump to 0:40 in the video to see the two apps. Which do you think is which? ;)

Ian Nuttall

195,173 Aufrufe โ€ข vor 1 Jahr

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When using the ability during [Companion Journey], Nikki and her companion will have a special movement effect. After equipping the [Spinning Reflections] ability, Nikki can also summon the Lucent Mirror and Mirror Shadow and activate the Brightnight Mirror Realm. The Brightnight Mirror Realm can be placed on water, allowing Nikki to slide within it. Within the Brightnight Mirror Realm, select [Airy Dance] from the sidebar to switch movement posture. Approach and remain near a Mirror Shadow to light it up. Interact with the lit Mirror Shadow to change its outfit, check its styling, try on its outfit, or invite friends to try it on. โ– The ability [Spinning Reflections] cannot be used in uncleared dungeons. The Brightnight Mirror Realm cannot be placed in certain stages or in the Mira Crown Merit Arena. >> [Ocean's Radiance Gift Box] The box includes the item [Dance of Golden Days] and the dance move [Flourishing Steps]. The item [Dance of Golden Days] can be used to dance gracefully in the open world. The dance move [Flourishing Steps] can be used in Momo's Camera. โ– Available after reaching 160 Resonances in the limited-time Resonance [Through Songbound Night]. >> Evolution Rewards โ—† Evolving the outfit to Stage 1 unlocks the pose [Graceful Leap]. โ—† Evolving the outfit to Stage 2 unlocks the Framed Moment item [Eternal Ballet]. You can also use Finale Heartchime in [Clothing Evolution > Action: Illusory Dance] to obtain the item [Dance of Golden Days: Illusory Dance] and the dance move [Flourishing Steps: Illusory Dance]. โ—† Evolving the outfit to Stage 3 unlocks [The Final Dance: Makeup], a new idle animation, poses, enhanced special effects, and alternative details for certain pieces. โ™พ [Dawning Heartlight] >> Main Attribute: Elegant >> Outfit Ability: [Gilded Dawnchaser: Mount] After using the ability, Nikki summons a golden-maned lion, which enters Follow Mode. Nikki can freely switch between four modes: Follow, Mount, Hover, and Sprint. While in Mount Mode, she can switch to Sprint Mode, greatly increasing movement speed. Use the Hover button to leap into the air and enter Hover Mode. While hovering, use the ability button to select a target and dive toward it. Use the Hover button again to end Hover Mode and land. In Ability Setup, Smart Mount Mode can be enabled. When enabled, using the ability button will switch directly between mounting and dismounting without entering Follow Mode. Mount via Interact can also be enabled, allowing the Interact button to be used for mounting and dismounting. Even after switching to another ability, the Interact button can still be used to mount or dismount. When disabled, mounting can only be controlled with the ability button. โ– Special Effect: In the open world, after Nikki fires a charged arrow while riding the golden-maned lion, the lion will let out a roar, knocking back Esselings within a certain area ahead and briefly slowing Whimstars within a certain surrounding area. โ– The [Gilded Dawnchaser: Mount] ability cannot be used in Realm Challenges or any boss stages. Hover Mode is unavailable in uncleared dungeons. >> Decoration: [Sacred Heartyard] Can be placed in open spaces. Follow the lingering song of the wind in your memories and climb the steps of a dream. Soul Spring murmurs softly, guiding the way to where flowers bloom in abundance. โ– Available after reaching 160 Resonances in the limited-time Resonance [At Dreams' Dawn]. >> Evolution Rewards โ—† Evolving the outfit to Stage 1 unlocks the pose [Wings Renewed]. โ—† Evolving the outfit to Stage 2 unlocks the Framed Moment item [Feather's Wish]. You can also use a Radiance item in [Clothing Evolution > Decoration: Radiance] to obtain the decoration [Sacred Heartyard: Radiance]. โ—† Evolving the outfit to Stage 3 unlocks [Wishful Wind Ballad: Makeup], a new idle animation, poses, enhanced special effects, and alternative details for certain pieces. โ™พ Follow Infinity Nikki and retweet this post, and we'll select 10 lucky stylists to win [Infinity Nikki Aeroplane Chess Set *1] each. โ€”โ€” โžค Infinity Nikki Version 2.8 Golden Dust launches globally on July 16 (UTC-7)! โžค Download Now: โžค Join us on Facebook Group: #InfinityNikki #GoldenDust #GoldenCity

Infinity Nikki

89,623 Aufrufe โ€ข vor 2 Monaten

Assassin's Creed Black Flag Resynced | New Gameplay Details: โ–ซ๏ธ Parkour has been improved for faster, more fluid movement โ–ซ๏ธ Edward now gets a short speed boost when mantling after a wall run โ–ซ๏ธ You can also roll upon hitting the ground to maintain a sprinting pace โ–ซ๏ธ Ziplines have been added โ–ซ๏ธ Advanced Parkour options are back, enabling a deeper level of control, including Manual Jumping โ–ซ๏ธ Observe has been added from AC Shadows - basically a stronger version of Eagle Vision that tags enemies, loot, and quest objectives โ–ซ๏ธ Edward can now crouch at any time during stealth making him less visible โ–ซ๏ธ Enemies take longer to spot you in the dark โ–ซ๏ธ Use an arsenal of tools - Blowdarts (Sleep or Berserk), Smoke Bombs, Rope Dart, and more โ–ซ๏ธ You can raise or lower your hood at any time โ–ซ๏ธ Tailing and eavesdropping missions no longer result in a descynchronization when falling out of range โ–ซ๏ธ The Hiring Dancers return, allowing Edward to recruit a group of dancers as a distraction on the streets โ–ซ๏ธ Edward can blend into any group of three or more civilians โ–ซ๏ธ Throw money to create chaos in the streets and lure guards to a location โ–ซ๏ธ The core combat loop revolves around triggering takedowns โ–ซ๏ธ Hidden Blade takedowns, environmental takedowns, and perfect parry finishers โ–ซ๏ธ Environmental combat - kick enemies off ledges, blow up powder kegs, or drop enemies to the ground for a takedown โ–ซ๏ธ Edward now has a Perfect Dodge attack โ–ซ๏ธ Edward now has a charged Heavy Attack โ–ซ๏ธ The Gun Kata returns, allowing you to take down multiple enemies in quick succession โ–ซ๏ธ Releasing July 9th on PS5, Xbox, and PC #AssassinsCreed #AssassinsCreedBlackFlag #BlackFlagResynced

KAMI

70,295 Aufrufe โ€ข vor 4 Monaten

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Trung Phan

650,668 Aufrufe โ€ข vor 2 Jahren

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Omer Shlomovits

36,648 Aufrufe โ€ข vor 5 Monaten

The #GTA 3 port to the Sega #Dreamcast has been progressing at an incredible pace. It's been amazing to see the whole DC community come together to tag-team this "impossible" project... Here it is running on a stock DC, no longer requiring the 32MB RAM hardware modification, only a few weeks into development. Since I finally got the time to sit down, build the codebase, and look into some of what I think is the critical path for performance, let's talk about some technical shit, and some of the future steps I think can be taken to further improve performance. First of all, I want everyone to take note that this is NOT a port of the PS2 version. This is a port of the PC version, which has extra content, increased draw distance, improved textures, and other things that have actually increased the challenge here... Whether the DC version will ultimately have these additions or not will remain to be seen, but we're running into plenty of shit that the PS2 didn't have to worry about (like these big-ass PC replay saves won't fit onto a Visual Memory Unit!) Secondly, lets talk about what is and isn't currently optimized, because it's absolutely vital that the DC's hardware is fully utilized here for the sake of performance and achieving a competitive polygon count. Unlike with modern devices, where the whole graphics pipeline is handled by the GPU, both the PS2 and Dreamcast were responsible for transforming and doing lighting calculations for each vertex BEFORE they got submitted to the GPU. The PS2 had a vector coprocessor to do this, while the Dreamcast had a few extremely important SIMD and fast math assembly instructions on its CPU to do these computations. Up until literally just a few hours ago (not shown in this footage), the Dreamcast's SH4 was doing 100% of these operations in slow-ass plain C and C++ code, which is absolutely sub-optimal and is immediately bogging down its CPU with just transforming vertices, bottlenecking the entire graphics pipeline on the fist T&L stage, and also leaving less CPU time for handling other gameplay logic... this is going to absolutely have to be addressed (and already has begun to be). Another issue that is crippling performance here is the fact that the models are all using individual triangles rather than triangle strips, which the Dreamcast's PVR GPU was designed to handle better... Converting these models to use strips rather than individual triangles will result in MANY different gainz for the DC, as you're going from 3N to N+2 vertices per triangle. Converting the models to triangle strips will 1) reduce load times, since model assets will be smaller 2) reduce the amount of video memory required to hold these vertices on the GPU 3) reduce the amount of shit that must be transferred from the CPU to the GPU and 4) give us back a bunch of CPU time, since the SH4 will be less bogged down transforming redundant vertices! TL;DR: This is still EXTREMELY suboptimal in terms of fully utilizing the graphical potential of the Dreamcast. There is going to be a LOT that can be done still to both improve performance and polygon counts, so stay tuned! FINALLY: Mad respect and love to Stefanos Kornilios Mitsis Poiitidis, for doing an amazing job leading this project, and to Frogbull , Esppiral, and everyone else who is helping us stick it to the PS2 by making this happen! #gamedev #retrogaming #cplusplus

Falco Girgis

88,356 Aufrufe โ€ข vor 2 Jahren

Okay, everyone is talking about AI video models right now, but honestly, most of the โ€œcomparisonsโ€ out there arenโ€™t real comparisons at all. One video uses a different prompt. Someone tweaks the settings. Someone edits out the bad parts. And then people just decide which model is better? That never sat right with me. So I tested HappyHorse 1.1 and Kling 3.0 the same way Iโ€™d test any tool I was seriously considering for my work: the same prompt, the same reference images, the same duration, and no edits to hide the flaws. I wasnโ€™t trying to prove that one model is better across the board. I simply wanted to see how each would handle the exact same challenge. 1. Lip-sync & speech This one's easy to judge honestly. You don't need to go frame by frame, just watch both videos side by side. Does the mouth actually match the words? Does the timing feel off or natural? Do the expressions hold up when the camera's in close? Small detail, but it tells you a lot fast. 2. Character & scene consistency This is where it gets interesting. Making one good-looking shot isn't hard anymore, keeping that same character looking like themselves across a bunch of shots is the real test. I used the same multi-angle reference set for both models and watched how they handled scene changes: face, clothes, props, where the character's standing, all of it. HappyHorse 1.1 was just noticeably more consistent here. One moment that stood out: in a crash scene where the character ends up injured on the ground, the difference isn't obvious at first glance, you really have to look closely. But HappyHorse kept him reacting, hand raised, blood visible, expression still "alive," like he was actually processing what just happened. Kling 3.0 showed him lying still, with no visible movement or reaction in that same moment. It's subtle, but it's a real example of logic and consistency holding up frame to frame, not just shot to shot. 3. Complex motion No cutting corners on this one, I wanted continuous movement. Sports, dancing, fast action, stuff that really shows whether a model understands weight, momentum, balance, how a body recovers after moving. These are the shots that expose problems you'd never catch in something static. Watching both side by side, continuously, tells you way more than any writeup could. 4. Camera control Both models got the same timestamped storyboard and the same camera directions. Then I just watched to see if they actually followed it. Here's a good example: push in, orbit around, crane up, then pull out. One continuous move. Watch closely and you'll see exactly where one model loses track of the subject or the motion gets weird, while the other stays right where it's supposed to be the whole time. That's basically the difference between a shot you keep and one you have to regenerate for the fifth time. 5. Price & workflow Price only means anything if you're comparing like for like, same output, same duration, same quality and resolution, same number of generations. But honestly I think the better question isn't "which one's cheaper," it's which one gets you more usable footage for the same money. For me that's not just about credits either, it's about how many tries it takes before I get something I actually want to keep. Where this actually matters: ads and e-commerce This is the stuff that made the biggest difference for me. When you're making product shots or ad content, you need a model that just does what you tell it, not one you have to wrestle with. HappyHorse 1.1 strictly executes your planned frames, you're setting the exact lens, the subject position, the camera's job, shot by shot. For ad work that means way fewer regenerations and getting from storyboard to finished cut a lot faster. Proof over opinions Here's what I kept coming back to. Saying "the motion's better" or "the camera control's better" doesn't really mean anything unless people can see it for themselves. That's why I think comparisons need continuous split-screen playback, identical prompts, clear labels, visible transitions, matching settings, and an honest breakdown of cost. Just let the footage speak, people can usually tell within a few seconds anyway. What I actually took away from this Both models have real strengths, I'm not saying one does everything better. But for the kind of work I do, including ad and e-commerce stuff, HappyHorse 1.1 just needed fewer compromises from me. Less regenerating shots, less fighting continuity issues, less trying to wrangle the camera back on track. Doesn't mean Kling 3.0 is bad, it's a solid model. It just means HappyHorse 1.1 got me to something production-ready faster, with less wasted time. And at the end of the day that's the thing I actually care about. p.s. links to try HappyHorse 1.1 and the community Discord are in the first reply below.

Chubbyโ™จ๏ธ

19,569 Aufrufe โ€ข vor 20 Tagen

This is the best scene in Hell Grind, an entirely AI-made movie, the flashback. Watch it and read this analysis on where we are with AI movies today: time, cost, quality. Overall: Phenomenal technical demo by Higgsfield. Mediocre movie. Good graphics, hints of emotion, but superhero movie level quality in certain scenes at best. Too many cuts. That said, 660x fewer man hours, 50x faster and 36x cheaper than the median US film. Time: The 95 min film took 15 people 14 days. The median US theatrical production takes ~200 people ~2yrs. Thatโ€™s a 660x improvement in man-hours and 50x in calendar time. Economics: It took $500k, 80% of which was compute. The final footage was cut from ~100hrs of footage generated from text to video / image to video models like Bytedanceโ€™s Seedance: a 64:1 โ€œcurationโ€ ratio. The median US movie takes ~$18M, with even indie films costing $1-5M. Thats 36x cheaper than median. Quality: Average watch *at best*. Way too many cuts between shots, several characters change accents and have โ€œAIโ€ synthetic voices and characters feel like itโ€™s AI too. Movement, editing and blocking feel artificial too. On the plus side, weโ€™ve more or less solved character consistency, camera angles and realism. The reason the movie wasnโ€™t amazing was more about poor directorial choices than innately unusable video models. Hard to put a number on it but maybe weโ€™re at ~90% on quality that is technically achievable. If Scorsese made an AI movie, I reckon it would be quite good. I know the visceral reaction to anything AI is real and well-studied. But I think itโ€™s folly to fight the inevitability of AI film. Itโ€™s too cheap and quick to ignore and almost there on quality. Creators with distribution *will* make AI films and shows and just put them on YouTube. This is the worst quality, slowest and most expensive it will ever be. In the end, good content beats โ€œrealโ€ content.

Deedy

35,098 Aufrufe โ€ข vor 3 Monaten