• @[email protected]
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      2 years ago

      It’s not as simple as that. Those cores are specialised in handling graphics. Game devs have 0 control over it

        • @[email protected]
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          22 years ago

          They are for providing special hardware for Neural Network inference (most likely convolutional). Meaning they provide a bunch of matrix multiplication capabilities and other operations that are required for executing a neural network.

          Look at this page for more info : https://www.nvidia.com/en-us/data-center/tensor-cores/

          They can be leveraged for generative AI needs. And I bet that’s how Nvidia provides the feature of automatic upscaling - it’s not the game that does it, it’s literally the graphic cards that does it. Leveraging AI of video games (like using the core to generate text like ChatGPT) is another matter - you want to have a game that works on all platforms even those that do not have such cores. Having code that says “if it has such cores execute that code on them. Otherwise execute it on CPU” is possible but imo that is more the domain of the computational libraries or the game engine - not the game developer (unless that developer develops its own engine)

          But my point is that it’s not as simple as “just have each core implement an AI for my game”. These cores are just accelerators of matrix multiplication operations. Which are themselves used in generative AI. They need to be leveraged within the game dev software ecosystem before the game dev can use those features.

          • @[email protected]
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            32 years ago

            it’s not the game that does it, it’s literally the graphic cards that does it The game is just software. It will execute on the GPU and CPU. DLSS (proprietary) and XeSS (OSS) are both libraries to run the AI bits of the cards for upscaling, because they weren’t really being used for anything. Gamedevs have the skills to use them just like regular AI devs do.

            By AI here I mean what is traditionally meant by “game AI”, pathfinding, decisionmaking, co-ordination, etc. There is a counterstrike bot which uses neural nets (CPU), and it’s been around for decades now. It is trained like normal bots are trained. You can train an AI in a game and then have the AI as NPCs, enemies, etc.

            We should use the AI cores to do AI.

            • @[email protected]
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              12 years ago

              You could imagine training one AI for each game AI problem like pathfinding but what is see the benefit over just using classical algorithms?

              Can DLSS and XeSS be used for something else than upscaling?

              • @[email protected]
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                22 years ago

                what is the benefit over just using classical algorithms

                Utilisation. A CPU isn’t really built for deep AI code, so it can’t really do realistic AI given the frame budget of doing other things. This is famously why games have bad AI. Training AI via AI algorithms could make the NPCs more realistic or smarter, and you could do this within reasonable frame budgets.

                • @[email protected]
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                  22 years ago

                  I see. You want to offload AI-specific computations to the Nvidia AI cores. Not a bad idea, although it does mean that hardware that do not have them will have more CPU load so perhaps the AI will have to be tuned down based on the hardware they run on…

  • @[email protected]OP
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    112 years ago

    I will start. I want to see a game that mashes factory building with either FPS or RTS, where one or more players create a supply chain inside a zone/factory and the other one or more players utilise the ammo, weapons, vehicle etc.

    • notmyotherusername
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      42 years ago

      Space engineers?

      One team gathers resources and processes the resources, the other flys around in a ship blowing crap up.

    • @[email protected]
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      22 years ago

      Wasnt there a starship troopers game that was pretty close to this? Swear I saw a jackfrags video on a game like this.

      • all-knight-party
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        42 years ago

        I was also thinking that. Long term battles simulated to the point of working on supply chain

      • @[email protected]OP
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        32 years ago

        Thank you for your suggestion. I’ve looked at this and it is really very close to what I was thinking.

        I bought it and I will play it this weekend.

    • Zeragamba
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      22 years ago

      I think I’ve seen Orbital Potato on YouTube cover a few games that might come close to that idea

    • @[email protected]
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      52 years ago

      Factorio can be that if you play pvp with a mod that allows you to build and control units like an rts

  • @[email protected]
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    2 years ago

    The WoW raiding experience, but without the MMO, and possibly the addition of rogue lite elements (each raid is a run with its own progression, but wiping would be allowed and embraced).

    The format of DRG or Gunfire Reborn is pretty close, but 1) I prefer the high fantasy setting of warcraft to the gunplay, 2) I’m not interested in procedural levels, and 3) I want the focus to be on polished boss mechanics.

    Dungeon Defenders is also close, but 1) you’re defending instead of delving, and 2) it is also focused on killing waves of trash mobs rather than boss mechanics.

    Destiny bosses are sometimes well designed, but 1) don’t care for the gunplay, 2) classes hardly matter, 3) it’s a max of 6 people, and I think closer to 10 is the sweet spot.

    Gauntlet from a few years back was probably the closest, but still far from the mark. It could have used more mechanic heavy bosses, more meaningful gear, and a larger party size.

  • Dark Arc
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    2 years ago

    I want Quake, DOOM, and Hunt Showdown to have a baby.

    Some kind of mad, fast paced, extraction shooter with crazy weapons in a gritty dystopia. Maybe Bungie will come close with Marathon.

  • @[email protected]
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    112 years ago

    I’ll tell you what I want… Katamari Damaci online multi player. Imagine the final level where you roll up the world but with the mechanics of the multiplayer mode that was already in place. It’ll be like agar.io where you get bigger and you absorb other people as you get bigger or you get absorbed because you weren’t quick enough at growing. They could update the levels to be themed and add new items and Easter eggs for you to discover and pick up. I want this soooooo bad! I want to play with my friends and strangers. I want different play modes where you get the biggest in the time, pick up the most of a specific thing, capture the flag, use your katamari to play golf but it gets harder if you pick up weird shaped stuff that throws off your balance, Easter egg hunt, racing, team games where you absorb the enemy!!! I want it alllllll!!!

    • Orm
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      22 years ago

      Oh my god, this would be so chaotic, I would play the absolute hell out of an online multiplayer Katamari! I love this idea.

  • w00
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    12 years ago

    Pacific Drive with the graphics from Sonst of the Forest

  • Thelsim
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    32 years ago

    I love playing/writing interactive stories with an AI. A dream game of mine would be an RPG/Adventure game that extends this to a fully realized game that adapts to how you want to play.
    Want to be the adventurer who slays the evil monster and saves the kingdom? Go right ahead!
    Prefer to stop halfway, settle down and become the village baker, getting involved in the town’s intrigues? Also fine!
    It would probably be too much to ask to turn this into a full-fledged 3d world with high detail. But a consistent Visual Novel would be a really great next step.

  • @[email protected]
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    332 years ago

    Cities: Skylines but ecosystem repair. Plant forests, regrade areas of mountains to mitigate landslide potential, reintroduce species and study their functional relationships with each other… Game progression comes in the form of additional research grants or new area assignments which present new challenges and unlock a new set of tools/procedures, but the successes from previous sites allow for migration of the reintroduced species into the new site.

      • @[email protected]
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        42 years ago

        I’ve only watched gameplay of Terra Nil, but it seems like it’s just an environmentalism themed puzzle game. You could replace all the titles with colors, and all the buildings and what they do with arbitrary rules, and it seems like it wouldn’t look anything like an ecosystem sim. It would be like taking the game Lights Out, changing dark spots to “growth”, light spots to “wastelands” and saying the goal is to balance out the ecosystem.

        I didn’t see the late game though, so maybe I didn’t see where it shines.

    • @[email protected]
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      32 years ago

      I was hoping this was the direction Dyson Sphere Program would go. I think it would be an interesting twist on the factory management genre if nature was working against you; not in a Factorio “aliens will attack you if they see your pollution” way, but a “you’re producing pollution, this is creating more in-climate weather that is damaging your factories and changing the landscape dynamically” sort of way. I think this was the natural next step given that the game is already about climbing the Kardashev scale, producing more energy so that you can construct the means to produce exponentially more energy. Seemed like the natural next step would be exploring the balancing act that has to happen to achieve that energy production without also creating systemic issues for yourself that make it infeasible.

      Instead their latest patch adds aliens that attack you 😕.

  • @[email protected]
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    72 years ago

    Subnautica in space. “Breathedge” came close, but it just didn’t quite get the sandbox element right.

    • @[email protected]
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      52 years ago

      “Subnautica in space” as in “outer space” or “on an alien planet”? Because outer space is kinda empty. Probably wouldn’t make for as lively a backdrop as under an ocean

      • @[email protected]
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        22 years ago

        The way Breathedge got around it initially is the starting area is a ship crash, so you collect broken bits of the ship(s) (which includes water and food).

        But space is vast. Why couldn’t there be space fauna? Or a way to travel to nearby system planets? Its fiction, after all. We don’t need to be constrained by reality.

        • @[email protected]
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          22 years ago

          If you get a spaceship and can just go wherever, that sounds to me exactly like NMS. I think part of what makes Subnautica what it is is the constrained resources of the environment, and that feeling of being stranded. NMS lets you just bum around space forever, which is fun, but you don’t really feel that need for survival like you do in Subnautica.

          • @[email protected]
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            12 years ago

            NMS is survival in space, insomuch as planets are in space and you can fly around in a ship, but you start on a planet. I was thinking more like having to survive in space by building the ship in space, building a station in space, etc. Space would be your primary sandbox, rather than planets (at least initially).

            The normal NMS experience isn’t quite what I’m envisioning. Maybe if you started on one of those abandoned freighters, though…

  • @[email protected]
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    2 years ago

    A few things come up for me.

    An rpg based on wheel or time or storm light archives

    Open world top down skyrim-like with combat more akin to ghost of tsushima than traditional 2d zeldas. (As in focus on bad guys, dodge roll, fluid combat)

    Modern single player carpg, similar to original forza horizon

    • @[email protected]
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      32 years ago

      Storm light could work, but I think it’s more about the politics than the power sets. Idk maybe it’s gets more fantastic. I’m only on book 2.

      Mist born would also be a great universe and the powers are really adaptable into a game, IMO.

      • @[email protected]
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        32 years ago

        There are definitely adventures. But even the concept of the powers aligns well to a game. Wouldn’t need to follow thr narrative, but I dont think it would be bad if it did. Would have some cool cut scenes and missions

  • Orm
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    142 years ago

    I want a game that’s somewhere between Animal Crossing and Dwarf Fortress - something with the extensive world gen of DF, but with cute goofy animals, and maybe a little less grisly. So less sudden death by wildlife/zombies/collapsing ceilings, and more adorable wagon travel, trade and founding of settlements - which you then get to live in!

    • Random Dent
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      12 years ago

      Me and my SO had this idea (based on where we live lol) for a game that’s like Animal Crossing where it’s all cute and you build houses and a town for cute animal characters, except they’re all shitty crackheads so like you build a park and the next day there’s shit on the floor and all the streetlights are broken, you have to fish in the river to get old bikes and shopping carts out and so on.

    • @[email protected]
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      62 years ago

      That sounds like a great idea. I’m picture something with the world and artwork of Root, but yeah, gameplay like Dwarf Fortress or Rimworld.

      So when you say “less sudden death”, would there still be death? Or would it have the potential as a kid-friendly intro to the simulation genre?

      • Orm
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        52 years ago

        Omg yeah I had the style of Root in mind too!

        I go back and forth on how much of the dwarf fortress vibes to let in. Probably it’d be a bit distressing to see your adorable villager friends just straight up die. On the other hand, it would be kind of interesting to experience them getting old and passing away, plus racking up memories, hangups, traumas and complicated social connections like the dwarves do.

  • @[email protected]
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    12 years ago

    I’d happily take “fully co-op Elden Ring” (keep meaning to try the mod, tbf), and “Dwarf Fortress, but in 3D and you can play/explore/participate like Minecraft.

  • @[email protected]
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    Oh, a Diablo or Borderlands like game where the items (loot) and their effects are AI generated.

    I don’t think we’re at a point where this is possible yet. But I’d love to see the kind of random stuff the AI could come up with.

    That would also mean: no more meta builds. You’d have to come up with your own build based on the unique items you got.

    • @[email protected]
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      32 years ago

      How would that be better than procedural generation? AI wouldn’t be able to invent new game elements, since they still need to be coded in

      • @[email protected]
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        12 years ago

        I love playing Diablo solo self-found, and ignoring metas as much as possible. But every new game that’s released makes it more and more difficult, because they are generally designed with the most powerful builds in mind. I.e. if you don’t follow one of a few cookie cutter builds, you’re in for a hard time and unlikely to finish the game. Having completely random items (as opposed to RNG’d items) means the focus would shift to experimenting. Which I enjoy more.

        I don’t see why they would need to be “coded in”. If we can train AIs on language (including programming languages) and media, I don’t see why we would not reach a point where actual game content and mechanics are AI generated.

        This is nothing for AI now:

        _In a post apocalyptic roleplaying setting, I am in an abandoned electronics store. Invent a completely new, ludicrous weapon made of items I can find in the shop. Describe briefly how it is built and its effects.

        You craft a “Jolt-O-Matic,” a makeshift weapon from the items found in the abandoned electronics store. To build it, you combine a car battery, several copper wires, a broken microwave’s magnetron, and an old CRT TV screen. Here’s how it works:

        Construction: First, you attach the copper wires to the car battery, creating a makeshift power source. Then, you connect the other ends of the wires to the magnetron, which you’ve salvaged from the microwave. This forms the core of your weapon.

        Amplification: You carefully remove the CRT TV screen and use it as a reflector to focus the microwave energy emitted by the magnetron.

        Effects: When activated, the Jolt-O-Matic releases a powerful burst of concentrated microwave radiation. It can incapacitate or severely damage electronic devices and even cause minor explosions in nearby metallic objects. However, it has a limited range and may drain the car battery quickly, making it a high-risk, high-reward weapon in your post-apocalyptic adventure_.

        IMHO, it’s realistic to think that we’ll soon be able to generate all the resources and code necessary to implement an AOE weapon that makes metal explode.

        Or:

        _In a darkmedieval fantasy roleplaying setting, I am in a cemetery. Invent a completely new, ludicrous weapon made of items I can find nearby. Describe briefly how it is built and it’s effects.

        In the eerie cemetery, you stumble upon a makeshift weapon known as the “Soulshiver Spire.” It’s constructed from a weathered tombstone, a twisted iron gate, and an ethereal, glowing wisp captured within a lantern.

        The tombstone serves as the hilt, providing a solid grip, while the iron gate forms the blade, jagged and menacing. The lantern, containing the captured wisp, is attached to the pommel.

        When swung, the Soulshiver Spire emits an unsettling, bone-chilling wail that can paralyze foes with fear. Its blade can phase through solid objects momentarily, allowing you to strike from unexpected angles. But its most sinister power lies in the lantern: when shattered, the wisp bursts forth, sapping the life force from anyone nearby and channeling it into the wielder, granting temporary invulnerability. However, using such dark magic comes at a price, as it corrupts the wielder’s soul over time._

        It’s bonkers. Afaik, you can’t procedurally-generate every item in a way that is so random and unexpected.

        • @[email protected]
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          12 years ago

          You clearly misunderstand both how language models work, and how procedural generation works. Procedural generation is as “random and unexpected” as you want to make it.

          • @[email protected]
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            12 years ago

            My bad, I used the wrong term because indeed, it’s not my area of expertise. I don’t really care what powers it. I just want to see that kind of game.