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coolKid721 commented on Where's the AI design Renaissance?   learnui.design/blog/where... · Posted by u/tobr
jampa · 5 months ago
LLMs are architected to aim toward the center of the bell curve of their training data. You shouldn't expect them to produce innovative ideas, but the upside is they also won't produce terrible ones.

The same applies to design. Most of the time, you get something that "doesn't suck", which is perfectly fine for projects where using a designer isn't worth it, like internal corporate pages. But consumer-facing pages require nuance to understand the client and their branding (which clients often struggle to articulate themselves), and that's not something current models can capture.

coolKid721 · 5 months ago
LLMs don't produce ideas they implement them, anyone who is relying on LLM produced ideas basically doesn't matter the whole point is they make people who want to design interesting stuff have a lower barrier to entry of actually producing stuff.
coolKid721 commented on 4Chan Lawyer publishes Ofcom correspondence   alecmuffett.com/article/1... · Posted by u/alecmuffett
paxiongmap · 5 months ago
"The least bad thing that Ofcom and the Government could do is to quietly let the matter drop whilst focusing on education."

This generalises very well for all Government. Shame we're a couple of generations into education being about producing pliant workers over independent, thinking human beings.

coolKid721 · 5 months ago
Mass education was formed to destroy local cultures and languages in the prussian empire and revolutionary french to make sure people were compliant and wouldn't revolt against the state's control, it has never had anything to do with making people thinkers. This is the stated purpose, and always has been.

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coolKid721 commented on Superpowers: How I'm using coding agents in October 2025   blog.fsck.com/2025/10/09/... · Posted by u/Ch00k
Avicebron · 5 months ago
I often feel these types of blogposts would be more helpful if they demonstrated someone using the tools to build something non-trivial.

Is Claude really "learning new skills" when you feed it a book, or does it present it like that because you're prompting encourages that sort of response-behavior. I feel like it has to demo Claude with the new skills and Claude without.

Maybe I'm a curmudgeon but most of these types of blogs feel like marketing pieces with the important bit is that so much is left unsaid and not shown, that it comes off like a kid trying to hype up their own work without the benefit of nuance or depth.

coolKid721 · 5 months ago
Yeah I was reading this seeing if there was something he'd actually show that would be useful, what pain point he is solving, but it's just slop.
coolKid721 commented on 'Obedient, yielding and happy to follow': the troubling rise of AI girlfriends   theguardian.com/technolog... · Posted by u/n1b0m
coolKid721 · 5 months ago
It's just AI porn, not AI girlfriends. The article trying to sell what the developers themselves describe as a replacement to cam-girls as AI girlfriends is just stupid clickbait.(anyone who has tried to solve long term memory with LLMs knows we just aren't there yet in terms of long term persistent characters/personality with memory that don't just hallucinate non stop)

Who cares of people use AI generated porn instead of cam girls, I am against pornography generally but if anything lessening demand for actual people in the industry seems like a positive. People will get unhealthily attached to pornography but that's something that happens now anyway, it not actually being a person again seems better of two bad options.

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coolKid721 commented on Rendering a game in real time with AI   blog.jeffschomay.com/rend... · Posted by u/jschomay
BizarroLand · 6 months ago
I think you're making a lot of good points for the current SOTA.

That being said, it took us a few hundred years all in all just to work out paint, so if people keep working with this tech eventually a game designer could, in theory, lay out the skeleton of a game and tell an AI to do the rest, give it pointers and occasional original art to work into the system, and ship a completed playable game in days.

Whether it will be worth playing those games is an entirely different enchilada to microwave.

coolKid721 · 6 months ago
This whole attitude is just the attitude of tech demos. Nothing good or worthwhile will be "completed playable game in a couple days" actually making anything good takes a huge amount of time and effort and thought. Empowering a small indie studio or solo indie dev so they could make something AA or AAA quality should be the actual goal. If you have 4 people able to make a skyrim level game in a year or two that's an insane feat, that should be the goal. Not someone who doesn't give a shit throwing some prompt and making some slop game that is exactly like 500 other slop games people generate with one prompt.

Like with that tech what kind of games would say random solo developers plugging at it and refining it be able to make in 4 years, that is the extremely compelling stuff. One person being able to make some auteur AAA quality game on their own, even if it takes a long time that might actually be good. If there are AI games those are the ones I'd want to play.

coolKid721 commented on Rendering a game in real time with AI   blog.jeffschomay.com/rend... · Posted by u/jschomay
sho_hn · 6 months ago
> I do not get the point of this at all

Dunno, this seems like an avenue definitely worth exploring.

Plenty of game applications today already have a render path of input -> pass through AI model -> final image. That's what the AI-based scaling and frame interpolation features like DLSS and FSR are.

In those cases, you have a very high-fidelity input doing most of the heavy lifting, and the AI pass filling in gaps.

Experiments like the OP's are about moving that boundary and "prompting" with a lower-fidelity input and having the model do more.

Depending on how well you can tune and steer the model, and where you place the boundary line, this might well be a compelling and efficient compute path for some applications, especially as HW acceleration for model workloads improves.

No doubt we will see games do variations of this theme, just like games have thoroughly explored other technology to generate assets from lower-fidelity seeds, e.g. classical proc gen. This is all super in the wheelhouse of game development.

Some kind of AI-first demoscene would be a pretty cool thing too. What's a trained model if not another fancy compressor?

coolKid721 · 6 months ago
Compared to just coming up with and having solid systems for generating game assets? Actually having decent quality style consistent 3d models, texture work, animation, sound effects, etc (especially if it were built into say a game engine or something) would actually revolutionize indie game dev. Games are fundamentally artistic works so yes anything decent will actually require tailoring and crafting, AI set up to serve those people actually makes sense and is totally technically feasible are way easier problems to solve.

And no if you heavily visually modify something with AI models to the extent it significantly alters the appearance it simply has no way of being consistent unless you include the previously generated thing somehow which then has the huge problem of how do you maintain that over an 80 hour game? How do you inform the AI what visual elements (say text, interactive elements) are significant and can be modified and which can't? (You can't)

Actually using AI to generate assets, having a person go in to make sure they look good together and make sure they match then just saving them as textures so they function like normal game assets makes 10000x more sense then generating a user image then trying to extract "hey what did the wrapper of this candy bar look like" from one ai generated image and figuring out how to make sure that is consistent across that type of candy bar in the world and maintains that consistency throughout the entire game, instead of just you know, generating a texture of a candybar?

coolKid721 commented on Rendering a game in real time with AI   blog.jeffschomay.com/rend... · Posted by u/jschomay
corysama · 6 months ago
Here’s a recent demo made by researchers at Nvidia trying to render the most detailed, realistic scene possible using AI tech to a small degree -mostly as asset compression, but also in material modeling beyond what direct approaches can currently handle in real time: https://m.youtube.com/watch?v=0_eGq38V1hk

Here’s a video from a rando on Reddit conveniently posted today after playing around for an afternoon: https://www.reddit.com/r/aivideo/comments/1n1piz4/enjoy_nano...

The Nvidia team carefully selected a scene to be feasible for their tech. The rando happened to select a similar-ish scene that is largely well suited for game tech.

Which scene looks more realistic? The rando’s by far. And, adding stylization is some AIs are very well established as being excellent at.

Yes, there are still lots of issues to overcome. But, I find the negativity in so many comments in here to be highly imbalanced.

coolKid721 · 6 months ago
that rando's one looks like fucking garbage like a bunch of shitty B roll footage from an AI generated advertisement for some kind of pharmaceutical, the space and layout of the world clearly is constantly shifting and makes no sense. just generate a fucking map we already know how to do this, tracking geometry is an EASY problem for computers, don't force some AI shit to try to do it for some reason.

u/coolKid721

KarmaCake day72January 7, 2025View Original