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I use a coding program called Windsurf. It’s like a normal text editor but you can type “Lines 45-55 currently fail when X is greater than 5, please fix and flag the changes for review” or “please write tests for the code in function Y”. You iteratively go back and forth for a bit, modifying, accepting or rejecting changes as you go.
You’re a 3D artist, right? The thing I would keep my eye on is graphics upscaling as in this photorealistic Half Life clip. What they’ve done is take the base 1990s game and fed the video output into an AI filter to make it look like photorealistic video. VERY clunky: objects appear/disappear, it doesn’t preserve art style at all, etc. but I think if well done it could reverse the ps3-era graphics bloat that made AAA game creation into such a risky, expensive proposition.
Specifically, you would give a trained AI access to the base geometry of the scene, and to a base render with PS2 era graphics so it understands the intended art style, the feel of the scene, etc. Then the AI does the work of generating a PS6+ quality image frame with all the little detail that AAA artists currently slave over like the exact pattern of scratching on a door lock or whatever.
Is it me, or do the Half-Life 2 segments of the clip look much worse than the Half-Life 1 segments? Particularly the sand buggy one, looks at the same level of graphics as the source material.
They’re misusing an AI trained on GoPro footage. I don’t know about HL1 vs 2 specifically, but if you watch the rest of the series the quality of the output varies significantly between games and between scenes. The author was basically running AI multiple times for each clip, and keeping all the ones that looked best as a proof of concept.
There are other issues: it’s trained on real life footage so it doesn’t do violence / gore (also b/c moderation of the API forbids it I believe) and it has very weird results on futuristic or fantasy stuff.
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