this post was submitted on 07 Apr 2025
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[โ€“] MolotovHalfEmpty@hexbear.net 27 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

The amount of 'generation' happening here - if you take that to mean remixing or creating new geometry or features rather than just a lower-res, non-permanent visual copy of the exact thing it was trained on - is next to nothing. The first corridor, the T junction, the outdoor area, the bridge across it, the corridor into the small indoor arena are all exactly the layout of that section of level in Quake 2. The only difference here seems to be that enemies appear and disappear at random (who wouldn't love to play a game where an enemy shoots you in a corridor and when you try to turn around and fight back it's gone forever?) and when the 'player' gets itself stuck in a dark corner it just teleports them somewhere else and starts again. Oh, and the small indoor arena presumably dead-ends because it's meant to have a staircase around a large pillar in it but the AI doesn't seem to be able to replicate it or deal with verticality in general.

Even scraping the absolute bottom of the barrel of any possible, moderated, benefit-of-the-doubt, ongoing research expectations this is such dogshit to the point of being more of a demonstration of why this tech absolutely will not ever be a viable product. Doubly so when you account for the amount of resources, cost, time, and even people involved in this process compared to what a dozen or so people made 30 years ago and one person could knock up in little to no time comparatively now.

[โ€“] KobaCumTribute@hexbear.net 5 points 3 weeks ago

Even scraping the absolute bottom of the barrel of any possible, moderated, benefit-of-the-doubt, ongoing research expectations this is such dogshit to the point of being more of a demonstration of why this tech absolutely will not ever be a viable product. Doubly so when you account for the amount of resources, cost, time, and even people involved in this process compared to what a dozen or so people made 30 years ago and one person could knock up in little to no time comparatively now.

It really is weird that that they can't even think through what it needs to do what they're trying to do. Like they're just grabbing a video generator algorithm and training it to predict what controls will make the video look like and throwing more training and processing power at it until it makes a shitty video for them, instead of approaching it from a gamedev perspective of what is the actual structure it needs to be building off to do this right. It's like how all the chatbots are just text-predictors with no internal modeling or long-term data storage just getting more and more processing power thrown at a dead end, just this surface level aesthetic shit that while it works better than one would expect still fundamentally does not work correctly or consistently or do anything useful.