Microsoft has created an AI-generated version of Quake

mopspear

Member
This is what I imagine my mind's eye sees. That's a hard sentence to think about after I typed it... It's cool because when I imagine things, they are in sepia tone and Quake II is already brown! When I'm about to fall asleep I can see in color though.
 
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xrnzaaas

Member
I'll sound like a dinosaur, but I'm not a fan of what's coming in the near future. Soulless material being created based on what's already been done and even less focus on human creativity than now.
 
It's always amusing to see how dismissive some people are regarding AI, as if we haven't been watching its capabilities increase at an exponential rate over the past few years. Imagine what this game generation tech will look like in 10 years. Imagine what will be possible in VR. Generate any reality you want an instantly interact with it.
 
I fail to understand how this helps game development if you need the actual developed game to exist for training in the first place.
I assume the next step could be to cross an existing game with images of something else. Kinda like total conversion mods. I am not much into mods, but creating Matrix stuff for Max Payne was pretty popular. If this can do this, with first watching Max Payne gameplay and then watching Matrix movies... there you go. Do the same with Terminator, Robocop, Predator, Alien, Mad Max and cross it with Crysis, Halo, Gears, Resistance, Stalker.... It'll be copyright nightmare if they ever give it into consumer hands, like LBP and Dreams or many mod projects often are, but once it looks actually decent it will be interesting.
Also I can see how it will make development of stuff like Returnal or NoMansSky far easier. No need for procedural and far less hand crafted elements required. Just do 10%, let the AI watch that basically pre-alpha protoype build, some limited vertical slice, allow your AI some random changes, or changes based on footage of a drone camera flying through a jungle, city, desert etc and you have limitless worlds based on the first 10, 5, 1, whatever percent.
 

jumpship

Member
I assume the next step could be to cross an existing game with images of something else. Kinda like total conversion mods. I am not much into mods, but creating Matrix stuff for Max Payne was pretty popular. If this can do this, with first watching Max Payne gameplay and then watching Matrix movies... there you go. Do the same with Terminator, Robocop, Predator, Alien, Mad Max and cross it with Crysis, Halo, Gears, Resistance, Stalker.... It'll be copyright nightmare if they ever give it into consumer hands, like LBP and Dreams or many mod projects often are, but once it looks actually decent it will be interesting.

Yeah using generative AI as an in-game modifier could produce some pretty cool results.

Also I can see how it will make development of stuff like Returnal or NoMansSky far easier. No need for procedural and far less hand crafted elements required. Just do 10%, let the AI watch that basically pre-alpha protoype build, some limited vertical slice, allow your AI some random changes, or changes based on footage of a drone camera flying through a jungle, city, desert etc and you have limitless worlds based on the first 10, 5, 1, whatever percent.

This couldn't be possible with the method Microsoft is demostrating though. They use Quake 2 footage as input and the AI outputs Quake 2 footage. Copy/Paste. With no modifications. No changes to enemy locations, map layout or graphic style.

If a future version of the AI could make modifications based on input footage how do you convert the 2D image to usable 3D asset data to use in a game. Can any new AI created assets be legally used in a commerical game? Probably not.

As a development tool in it's current form its useless. What you suggested could be added to current development tools such as Unreal Engine. Utilizing generative AI on a limited number of game assets to create limitless worlds.
 
For Microsoft and Xbox sure...
No for the industry minus the smaller players. Read between the lines when Phil stated we have a catalog of games to use (Acti-bliz). This means faster development time if utilized properly but I believe that they will use other games to copy aspects to integrate into their titles.

Folks on this site never understood the actibliz implications.

What happens when the big players can copy a smaller innovative title add high end assets then release. Smaller players will be forced out unless they get a niche.
 

RCX

Member
Thank god for my "backlog".

I've got enough unplayed games to last me until I die. Let alone all the great ones I'd like to replay.

I aint participating in this slop future.
 

IbizaPocholo

NeoGAFs Kent Brockman


In this snippet from Unlocked 688, Michael and Ryan discuss the grossness and danger that Microsoft's new Copilot AI-powered Quake 2 tech demo introduces. Spoiler alert, it looks weird and plays about as well as one would think. You can also make enemies disappear by just looking away!

This week’s show is Ryan McCaffrey, Michael Higham, and is produced by Nick Maillet

Michael and Ryan discuss concerns regarding Microsoft's Copilot AI tech demo for Quake 2, highlighting its low-quality output and potential negative impacts on game development creativity.

The demo showcases how the AI-generated Quake 2 struggles with basic mechanics, like object permanence and room design, leading to a lack of cohesive gameplay and a surreal, disjointed experience.

Critique of AI involvement in creativity
While AI can enhance technical aspects like rendering, reliance on AI for actual game design undermines creative processes, risking the loss of rich, curated experiences that define classic games.

Concerns about gaming industry direction
The discussion warns that if companies prioritize AI's role in game development over human creativity, it could lead to subpar products, loss of jobs, and a bleak future for the industry.

Skepticism toward tech companies
The hosts emphasize the importance of questioning tech advancements like AI in gaming, noting that these innovations may not align with what gamers truly want, and to be wary of corporate motives behind them.

Call for human-centric game development
Ultimately, the conversation stresses the need for games to remain a human-driven art form, encouraging listeners to remain vigilant and advocate for preserving creativity in game design.
 

FewRope

Member
I'll sound like a dinosaur, but I'm not a fan of what's coming in the near future. Soulless material being created based on what's already been done and even less focus on human creativity than now.
You dont sound like an old man yelling at a cloud, you are literally right lmao
 
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