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I’m working on stabilizing the AI rendering, but it’s not perfect yet.

36,968 次观看 • 2 个月前 •via X (Twitter)

32 条评论

Devsque 🇨🇦 的头像
Devsque 🇨🇦2 个月前

Can you do predictive trajectory and then a transition to the next rendering?

Ben Nash 的头像
Ben Nash2 个月前

Wow, this is next gen

TokyoWarfare 的头像
TokyoWarfare2 个月前

once you get the blending smooth it will be insane. It is already super cool.

Alireza Kh 的头像
Alireza Kh2 个月前

Looks like the inconsistency is because the seed changes with every camera change, right?

awe/node 的头像
awe/node2 个月前

That's amazing, nice work

Petey struggles 的头像
Petey struggles2 个月前

Max Payne vibes super cool

Koen 的头像
Koen2 个月前

you should not only generate the texture but also the light maps and surface maps and use ray tracing

Joel 的头像
Joel2 个月前

HOW TF

Dejan 的头像
Dejan2 个月前

This is great idea, good luck

☯ 的头像
☯2 个月前

thats sick

Count JJ V3D-Artist 的头像
Count JJ V3D-Artist2 个月前

You said it runs on low end machines, does it run on a steam deck?

Lime 的头像
Lime2 个月前

Really interesting idea. Is it deterministic?

Andrew Tay 的头像
Andrew Tay2 个月前

This is super cool. Would love to have something like this for the tool I'm building!

CJ 的头像
CJ2 个月前

That's amazing! Can you share some details of how you stabilize the AI rendering? I'm trying to do a similar thing, but not for a game engine.

kvick 的头像
kvick2 个月前

very interesting!

Aaron M Harris 的头像
Aaron M Harris2 个月前

Games that have a stylized universe like Into the Spiderverse or horror games like a remake of Dreadhalls or something would be awesome with this. Maybe a noire? 😊

Slopa 的头像
Slopa2 个月前

do you run llm 60 times per second? would it be easier to run it once for mesh and cache?

Lincoln Margison - Game Development 的头像
Lincoln Margison - Game Development2 个月前

I've been waiting to see something like this, if it's what I think it is. I can see this being the next big thing in how rendering works. Am I right in thinking that it's a full screen image generation projected onto geo? Do you think there's an advantage of this being done in realtime, rather all of the surface textures being generated offline? EG you could have a main source image for the overall look/colour balancing/etc, then those get used but upscaled to do close-ups of individual parts.

lowiqcatsoupial 的头像
lowiqcatsoupial2 个月前

take the de_dust2 demo you did months ago, add basic online fps multiplayer and release it into the wild 😅

Sos "Buy Lazy Kickers" Sosowski 的头像
Sos "Buy Lazy Kickers" Sosowski2 个月前

why not just reverse-texture map the output?

Mike Caps 的头像
Mike Caps2 个月前

Well, actually it can be a feature, not a bug. Kind of a style of a game where everything is flickering, glitching and changing a bit.

Jash Shah 的头像
Jash Shah2 个月前

Holy fuck this is so cool

Stefan Larsen 的头像
Stefan Larsen2 个月前

Can you connect bigger models for higher quality and a bit more delay?

Jack Vinijtrongjit 的头像
Jack Vinijtrongjit2 个月前

What’s the use case here? It’s basically for development time so you can just walk around and fill up missing textures?

Hang Chu 的头像
Hang Chu2 个月前

This is the right next step imo. The 3D scene should help keep the AI rendering stable across frames.

c8 的头像
c82 个月前

same shit happens in my dreams, can't get to a stable environment

Manu_TechAndGames 的头像
Manu_TechAndGames2 个月前

What is your leverage to handle stability at this frame rate ?

Dyboszek 的头像
Dyboszek2 个月前

looks like a worse version of a game made with photo scans

Xavier 的头像
Xavier2 个月前

You will have to make it deterministic, and very good luck with that.

Kiriakos Gavras 的头像
Kiriakos Gavras2 个月前

How does the update system work? When camera position or orientation has exceeded a threshold? And how expensive is the AI rendering for a frame?

Stinky the Slime 的头像
Stinky the Slime2 个月前

Rooting for you

Joel 的头像
Joel2 个月前

Please open source soon. And tell me the specs of what you are running this on!

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