Comment by amlib

Comment by amlib 3 days ago

186 replies

Could the PS6 be the last console generation with an expressive improvement in compute and graphics? Miniaturization keeps giving ever more diminishing returns each shrink, prices of electronics are going up (even sans tariffs), lead by the increase in the price of making chips. Alternate techniques have slowly been introduced to offset the compute deficit, first with post processing AA in the seventh generation, then with "temporal everything" hacks (including TAA) in the previous generation and finally with minor usage of AI up-scaling in the current generation and (projected) major usage of AI up-scaling and frame-gen in the next gen.

However, I'm pessimistic on how this can keep evolving. RT already takes a non trivial amount of transistor budget and now those high end AI solutions require another considerable chunk of the transistor budget. If we are already reaching the limits of what non generative AI up-scaling and frame-gen can do, I can't see where a PS7 can go other than using generative AI to interpret a very crude low-detail frame and generating a highly detailed photorealistic scene from that, but that will, I think, require many times more transistor budget than what will likely ever be economically achievable for a whole PS7 system.

Will that be the end of consoles? Will everything move to the cloud and a power guzzling 4KW machine will take care of rendering your PS7 game?

I really can only hope there is a break-trough in miniaturization and we can go back to a pace of improvement that can actually give us a new generation of consoles (and computers) that makes the transition from an SNES to a N64 feel quaint.

Loic 3 days ago

My kids are playing Fortnite on a PS4, it works, they are happy, I feel the rendering is really good (but I am an old guy) and normally, the only problem while playing is the stability of the Internet connection.

We also have a lot of fun playing board games, simple stuff from design, card games, here, the game play is the fun factor. Yes, better hardware may bring more realistic, more x or y, but my feeling is that the real driver, long term, is the quality of the game play. Like the quality of the story telling in a good movie.

  • amlib 2 days ago

    Yes, that's something I failed to address in my post. I myself have also been happier playing older or just simpler games than chasing the latest AAA with cutting edge graphics.

    What I see as a problem though is that the incumbent console manufacturers, sans Nintendo, have been chasing graphical fidelity since time immemorial as the main attraction for new generations of consoles and may have a hard time convincing buyers to purchase a new system once they can't irk out expressive gains in this area. Maybe they will successfully transition into something more akin to what Nintendo does and focus on delivering killer apps, gimmicks and other innovations every new generation.

    Or perhaps they will slowly fall into irrelevance and everything will converge into PC/Steam (I doubt Microsoft can pull off whatever plan they have for the future of xbox) and any half-decent computer can run any game for decades to come and Gabe Newell becomes the richest person in the world.

  • LarsDu88 3 days ago

    Every generation thinks the current generation of graphics won't be topped, but I think you have no idea what putting realtime generative models into the rendering pipeline will do for realism. We will finally get rid of the uncanny valley effect with facial rendering, and the results will almost certainly be mindblowing.

    • flohofwoe 2 days ago

      Every generation also thinks that the uncanny valley will be conquered in the next generation ;)

      The quest for graphical realism in games has been running against a diminishing-returns-wall for quite a while now (see hardware raytracing - all that effort for slightly better reflections and shadows, yay?), what we need most right now is more risk-taking in gameplay by big budget games.

    • Rover222 3 days ago

      I think the inevitable near future is that games are not just upscaled by AI, but they are entirely AI generated in realtime. I’m not technical enough to know what this means for future console requirements, but I imagine if they just have to run the generative model, it’s… less intense than how current games are rendered for equivalent results.

      • LarsDu88 2 days ago

        I don't think you grasp how many GPUs are used to run world simulation models. It is vastly more intensive in compute that the current dominant realtime rendering or rasterized triangles paradigm

      • andrecarini 2 days ago

        Even if you could generate real-time 4K 120hz gameplay that reacts to a player's input and the hardware doesn't cost a fortune, you would still need to deal with all the shortcomings of LLMs: hallucinations, limited context/history, prompt injection, no real grasp of logic / space / whatever the game is about.

        Maybe if there's a fundamental leap in AI. It's still undecided if larger datasets and larger models will make these problems go away.

        • LarsDu88 9 hours ago

          I actually think many of these are non-issues if devs take the most likely approach which is simply doing a hybrid approach.

          You only need to apply generative AI to game assets that do not do well with the traditional triangle rasterization approach. Static objects are already at practically photorealistic level in Unreal Engine 5. You just need to apply enhancement techniques to things like faces. Using the traditionally rendered face as a prior for the generation would prevent hallucinations.

      • hxorr 2 days ago

        Realtime AI generated video games do exist, and they're as... "interesting" as you might think. Search YouTube for AI Minecraft

      • flohofwoe 2 days ago

        Good luck trying to tell a "cinematic story" with that approach, or even trying to prevent the player from getting stuck and not being able to finish the game, or even just to reproduce and fix problems, or even just to get consistent result when the player turns the head and then turns it back etc etc ;)

        There's a reason why such "build your own story" games like Dwarf Fortress are fairly niche.

  • flyinglizard 3 days ago

    That's the Nintendo way. Avoiding the photorealism war altogether by making things intentionally sparse and cartoony. Then you can sell cheap hardware, make things portable etc.

    • tonyhart7 2 days ago

      also nintendo vision which is "mobile gaming" are

      handheld devices like switch,steam deck etc is really the future while phone is also true for some extend but gaming on a phone vs gaming on a handheld is really world of a differences

      give it few generations then traditional consoles would obsolete, I mean we are literally have a lot of people enjoy indie game in steam deck right now

    • xiande04 3 days ago

      I.e., the uncanny valley.

      • gyomu 3 days ago

        Cartoony isn’t the uncanny valley. Uncanny valley is attempted photorealism that misses the mark.

  • pipes 3 days ago

    Unreal engine 1 looks good to me, so I am not a good judge.

    I keep thinking there is going to be a video game crash soon, over saturation of samey games. But I'm probably wrong about that. I just think that's what Nintendo had right all along: if you commoditize games, they become worthless. We have endless choice of crap now.

    In 1994 at age 13 I stopped playing games altogether. Endless 2d fighters and 2d platformer was just boring. It would take playing wave race and golden eye on the N64 to drag me back in. They were truly extraordinary and completely new experiences (me and my mates never liked doom). Anyway I don't see this kind of shift ever happening again. Infact talking to my 13 year old nephew confirms what I (probably wrongly) believe, he's complaining there's nothing new. He's bored or fortnight and mine craft and whatever else. It's like he's experiencing what I experienced, but I doubt a new generation of hardware will change anything.

    • dehrmann 2 days ago

      > Unreal engine 1 looks good to me, so I am not a good judge.

      But we did hit a point where the games were good enough, and better hardware just meant more polygons, better textures, and more lighting. The issues with Unreal Engine 1 (or maybe just games of that era) was that the worlds were too sparse.

      > over saturation of samey games

      So that's the thing. Are we at a point where graphics and gameplay in 10-year-old games is good enough?

      • dfxm12 2 days ago

        Are we at a point where graphics and gameplay in 10-year-old games is good enough?

        Personally, there are enough good games from the 32bit generation of consoles, and before, to keep me from ever needing to buy a new console, and these are games from ~25 years ago. I can comfortably play them on a MiSTer (or whatever PC).

        • pipes 2 days ago

          Yep, I have a mister and a steam deck that's mainly used for emulators and old pc games. I'm still chasing old highs

      • taraindara 2 days ago

        If the graphics aren’t adding to the fun and freshness of the game, nearly. Rewatching old movies over seeing new ones is already a trend. Video games are a ripe genre for this already.

        • dehrmann 2 days ago

          Now I'm going to disagree with myself... there came a point where movies started innovating in storytelling rather than the technical aspects (think Panavision). Anything that was SFX-driven is different, but the stories movies tell and how they tell them changed, even if there are stories where the technology was already there.

    • teamonkey 2 days ago

      I get so sad when I hear people say there’s no new games. There are so many great, innovative games being made today, more than any time in history. There are far more great games on Steam than anyone can play in a lifetime.

      Even AAAs aim to create new levels of spectacle (much like blockbuster movies), even if they don’t innovate on gameplay.

      The fatigue is real (and I think it’s particularly bad for this generation raised to spend all their gaming time inside the big 3), but there’s something for you out there, the problem is discoverability, not a lack of innovation.

      • rowanG077 2 days ago

        This so much. Anyone that's saying games used to be better is either not looking or has lost their sight to nostalgia.

    • tonyhart7 2 days ago

      "if you commoditize games, they become worthless"

      ???? hmm wrong??? if everyone can make game, the floor is raising making the "industry standard" of a game is really high

      while I agree with you that if everything is A then A is not meaning anything but the problem is A isn't vanish, they just moved to another higher tier

      • pipes 2 days ago

        You probably have a point and it's not something I believe completely. My main problem I think is I have seen nothing new in games for 20 years at least.

        Gunpei yokoi said something similar here:

        https://shmuplations.com/yokoi/

        Yokoi: When I ask myself why things are like this today, I wonder if it isn’t because we’ve run out of ideas for games. Recent games take the same basic elements from older games, but slap on characters, improve the graphics and processing speed… basically, they make games through a process of ornamentation.

Uvix 3 days ago

It sounds like even the PS6 isn’t going to have an expressive improvement, and that the PS5 was the last such console. PS5 Pro was the first console focused on fake frame generation instead of real output resolution/frame rate improvements, and per the article PS6 is continuing that trend.

  • PaulHoule 3 days ago

    What really matters is the cost.

    In the past a game console might launch at a high price point and then after a few years, the price goes down and they can release a new console at a high at a price close to where the last one started.

    Blame crypto, AI, COVID but there has been no price drop for the PS5 and if there was gonna be a PS6 that was really better it would probably have to cost upwards of $1000 and you might as well get a PC. Sure there are people who haven’t tried Steam + an XBOX controller and think PV gaming is all unfun and sweaty but they will come around.

    • Retric 3 days ago

      Inflation. PS5 standard at $499 in 2019 is $632 in 2025 money which is the same as the 1995 PS 1 when adjusted for inflation $299 (1995) to $635(2025). https://www.usinflationcalculator.com/

      Thus the PS6 should be around 699 at launch.

      • blihp 3 days ago

        When I bought a PS 1 around 1998-99 I paid $150 and I think that included a game or two. It's the later in the lifecycle price that has really changed (didn't the last iteration of it get down to either $99 or $49?)

        • -mlv 2 days ago

          In 2002 I remember PS1 being sold for 99€ in Toys'r'Us in the Netherlands, next to a PS2 being sold for 199€.

      • IlikeKitties 3 days ago

        The main issue with inflation is that my salary is not inflation adjusted. Thus the relative price increase adjusted by inflation might be zero but the relative price increase adjusted by my salary is not.

    • dangus 3 days ago

      But now you’re assuming the PC isn’t also getting more expensive.

      If a console designed to break even is $1,000 then surely an equivalent PC hardware designed to be profitable without software sales revenue will be more expensive.

      • greenavocado 3 days ago

        You have to price it equivalent grams of gold to see the real price trend

        • epolanski 2 days ago

          Says who?

          Economists use the consumer price index, which tracks a wide basket of goods and services.

          Comparing console prices to a single good is nonsense, even if the good has 6000 of years of history, it's not a good comparison to a single good in a vacuum.

      • Fire-Dragon-DoL 3 days ago

        PCs do get cheaper over time though, except if there is another crypto boom, then we are all doomed.

    • Uvix 3 days ago

      As long as I need a mouse and keyboard to install updates or to install/start my games from GOG, it's still going to be decidedly unfun, but hopefully Windows' upcoming built-in controller support will make it less unfun.

      • PaulHoule 3 days ago

        Today you can just buy an Xbox controller and pair it with your Windows computer and it just works and it’s the same same with the Mac.

        You don’t have to install any drivers or anything and with the big screen mode in Steam it’s a lean back experience where you can pick out your games and start one up without using anything other than the controller.

      • samtheprogram 3 days ago

        Launch Steam in big screen mode. Done.

        • Uvix 3 days ago

          I'm aware of Big Picture Mode, and it doesn't address either of the scenarios I cited specifically because they can't be done from Big Picture Mode.

    • greenavocado 3 days ago

      How many grams of gold has the PS cost at launch using gold prices on launch day

      • ssl-3 2 days ago

        If I'm doing this right, then:

        PS1: 24.32 grams at launch

        PS5 (disc): 8.28 grams at launch

        (So I guess that if what one uses for currency is a sock drawer full of gold, then consoles have become a lot cheaper in the past decades.)

    • cyanydeez 3 days ago

      Im still watching 720p movirs, video games.

      Somewhere between 60 hz and 240hz, theres zero fundamental benefits. Same for resolution.

      It isnt just that hardware progress is a sigmoid, our experiential value.

      The reality is that exponential improvement is not a fundamental force. Its always going to find some limit.

      • majkinetor 3 days ago

        On my projector (120 inch) the difference between 720p and 4k is night and day.

      • Mawr 3 days ago

        Lower latency between your input and its results appearing on the screen is exactly what a fundamental benefit is.

        The resolution part is even sillier - you literally get more information per frame at higher resolutions.

        Yes, the law of diminishing returns still applies, but 720p@60hz is way below the optimum. I'd estimate 4k@120hz as the low end of optimal maybe? There's some variance w.r.t the application, a first person game is going to have different requirements from a movie, but either way 720p ain't it.

      • IlikeKitties 3 days ago

        > Im still watching 720p movirs, video games.

        There's a noticeable and obvious improvement from 720 to 1080p to 4k (depending on the screen size). While there are diminishing gains, up to at least 1440p there's still a very noticeable difference.

        > Somewhere between 60 hz and 240hz, theres zero fundamental benefits. Same for resolution.

        Also not true. While the difference between 40fps and 60fps is more noticeable than say from 60 to 100fps, the difference is still noticeable enough. Add the reduction in latency that's also very noticeable.

  • ZiiS 3 days ago

    Really strange that a huge pile of hacks, maths, and more hacks became the standard of "true" frames.

crote 3 days ago

Consoles are the perfect platform for a proper pure ray tracing revolution.

Ray tracing is the obvious path towards perfect photorealistic graphics. The problem is that ray tracing is really expensive, and you can't stuff enough ray tracing hardware into a GPU which can also run traditional graphics for older games. This means games are forced to take a hybrid approach, with ray tracing used to augment traditional graphics.

However, full-scene ray tracing has essentially a fixed cost: the hardware needed depends primarily on the resolution and framerate, not the complexity of the scene. Rendering a million photorealistic objects is not much more compute-intensive than rendering a hundred cartoon objects, and without all the complicated tricks needed to fake things in a traditional pipeline any indie dev could make games with AAA graphics. And if you have the hardware for proper full-scene raytracing, you no longer need the whole AI upscaling and framegen to fake it...

Ideally you'd want a GPU which is 100% focused on ray tracing and ditches the entire legacy triangle pipeline - but that's a very hard sell in the PC market. Consoles don't have that problem, because not providing perfect backwards compatibility for 20+ years of games isn't a dealbreaker there.

  • Aurornis 3 days ago

    > Rendering a million photorealistic objects is not much more compute-intensive than rendering a hundred cartoon objects

    Increasing the object count by that many orders of magnitude is definitely much more compute intensive.

    • reactordev 3 days ago

      Only if you have more than 1 bounce. Otherwise it’s the same. You’ll cast a ray and get a result.

      • pclmulqdq 3 days ago

        No, searching the set of triangles in the scene to find an intersection takes non-constant time.

  • khalladay 3 days ago

    > Rendering a million photorealistic objects is not much more compute-intensive than rendering a hundred cartoon objects

    Surely ray/triangle intersection tests, brdf evaluation, acceleration structure rebuilds (when things move/animate) all would cost more in your photorealistic scenario than the cartoon scenario?

    • reactordev 3 days ago

      Matrix multiplication is all that is and GPUs are really good at doing that in parallel already.

      • oivey 3 days ago

        So I guess there is no need to change any of the hardware, then? I think it might be more complicated than waving your hands around linear algebra.

  • thfuran 2 days ago

    >Consoles don't have that problem, because not providing perfect backwards compatibility for 20+ years of games isn't a dealbreaker there.

    I'm not sure that's actually true for Sony. You can currently play several generations of games on the PS5, and I think losing that on PS6 would be a big deal to a lot of people.

    • kevincox 2 days ago

      Maybe they can pull the old console trick of just including a copy of the old hardware inside the new console.

      However I suspect that this isn't as cost and space effective as it used to be.

  • cubefox 3 days ago

    Combining both ray tracing (including path tracing, which is a form of ray tracing) and rasterization is the most effective approach. The way it is currently done is that primary visibility is calculated using triangle rasterization, which produces perfectly sharp and noise free textures, and then the ray traced lighting (slightly blurry due to low sample count and denoising) is layered on top.

    > However, full-scene ray tracing has essentially a fixed cost: the hardware needed depends primarily on the resolution and framerate, not the complexity of the scene.

    That's also true for modern rasterization with virtual geometry. Virtual geometry keeps the number of rendered triangles roughly proportional to the screen resolution, not to the scene complexity. Moreover, virtual textures also keep the amount of texture detail in memory roughly proportional to the screen resolution.

    The real advantage of modern ray tracing (ReSTIR path tracing) is that it is independent of the number of light sources in the scene.

  • newsclues 3 days ago

    So create a system RT only GPU plus a legacy one for the best of both worlds?

JoshTriplett 3 days ago

After raytracing, the next obvious massive improvement would be path tracing.

And while consoles usually lag behind the latest available graphics, I'd expect raytracing and even path tracing to become available to console graphics eventually.

One advantage of consoles is that they're a fixed hardware target, so games can test on the exact hardware and know exactly what performance they'll get, and whether they consider that performance an acceptable experience.

  • winterismute 3 days ago

    There is no real difference between "Ray Tracing" and "Path Tracing", or better, the former is just the operation of intersecting a ray with a scene (and not a rendering technique), the latter is a way to solve the integral to approximate the rendering equation (hence, it could be considered a rendering technique). Sure, you can go back to the terminology used by Kajiya in his earlier works etc etc, but it was only a "academic terminology game" which is worthless today. Today, the former is accelerated by HW since around a decade (I am cunting the PowerVR wizard). The latter is how most of non-realtime rendering renders frames.

    You can not have "Path Tracing" in games, not according to what it is. And it also probably does not make sense, because the goal of real-time rendering is not to render the perfect frame at any time, but it is to produce the best reactive, coherent sequence of frames possible in response to simulation and players inputs. This being said, HW ray tracing is still somehow game changing because it shapes a SIMT HW to make it good at inherently divergent computation (eg. traversing a graph of nodes representing a scene): following this direction, many more things will be unlocked in real-time simulation and rendering. But not 6k samples unidirectionally path-traced per pixel in a game.

    • JoshTriplett 3 days ago

      > You can not have "Path Tracing" in games

      It seems like you're deliberately ignoring the terminology currently widely used in the gaming industry.

      https://www.rockpapershotgun.com/should-you-bother-with-path...

      https://gamingbolt.com/10-games-that-make-the-best-use-of-pa...

      (And any number of other sources, those are just the first two I found.)

      If you have some issue with that terminology, by all means raise that issue, but "You can not have" is just factually incorrect here.

      • winterismute 2 days ago

        > If you have some issue with that terminology, by all means raise that issue, but "You can not have" is just factually incorrect here.

        It is not incorrect because, at least for now, all those "path tracing" modes do not do compute multiple "paths" (with each being made of multiple rays casted) per pixel but rasterize primary rays and then either fire 1 [in rare occasions, 2] rays for such a pixel, or, more often, read a value from a local special cache called a "reservoir" or from a radiance cache - which is sometimes a neural network. All of this goes even against the defition your first article gives itself of path tracing :D

        I don't have problems with many people calling it "path tracing" in the same way I don't have issues with many (more) people calling Chrome "Google" or any browser "the internet", but if one wants to talk about future trends in computing (or is posting on hacker news!) I believe it's better to indicate a browser as a browser, Google as a search engine, and Path Tracing as what it is.

      • account42 21 hours ago

        You should state the definitions of terms you are using (which you still haven't done) in cases where they are disputed.

dehrmann 2 days ago

> non generative AI up-scaling

I know this isn't an original idea, but I wonder if this will be the trick for step-level improvement in visuals. Use traditional 3D models for the broad strokes and generative AI for texture and lighting details. We're at diminishing returns for add polygons and better lighting, and generative AI seems to be better at improving from there—when it doesn't have to get the finger count right.

Keyframe 3 days ago

not all games need horse power. We've now past the point of good enough to run a ton of it. Sure, tentpole attractions will warrant more and more, but we're turning back to mechanics, input methods, gameplay, storytelling. If you play 'old' games now, they're perfectly playable. Just like older movies are perfectly watchable. Not saying you should play those (you should), but there's not kuch of a leap needed to keep such ideas going strong and fresh.

  • ad133 3 days ago

    This is my take as well. I haven’t felt that graphics improvement has “wowed” me since the PS3 era honestly.

    I’m a huge fan of Final Fantasy games. Every mainline game (those with just a number; excluding 11 and 14 which are MMOs) pushes the graphical limits of the platforms at the time. The jump from 6 to 7 (from SNES to PS1); from 9 to 10 (PS1 to 2); and from 12 to 13 (PS3/X360) were all mind blowing. 15 (PS4) and 16 (PS5) were also major improvements in graphics quality, but the “oh wow” generational gap is gone.

    And then I look at the gameplay of these games, and it’s generally regarded as going in the opposite direction- it’s all subjective of course but 10 is generally regarded as the last “amazing” overall game, with opinions dropping off from there.

    We’ve now reached the point where an engaging game with good mechanics is way more important than graphics: case in point being Nintendo Switch, which is cheaper and has much worse hardware, but competes with the PS5 and massively outsells Xbox by huge margins, because the games are fun.

    • musicale 3 days ago

      FF12 and FF13 are terrific games that have stood the test of time.

      And don't forget the series of MMOs:

      FF11 merged Final Fantasy with old-school MMOs, notably Everquest, to great success.

      FF14 2.0 was literally A Realm Reborn from the ashes of the failed 1.0, and was followed by the exceptional Heavensward expansion.

      FF14 Shadowbringers was and is considered great.

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ClimaxGravely 3 days ago

I'd hesitate to call the temporal hacks progress. I disable them every time.

jayd16 3 days ago

There's likely still room to go super wide with CPU cores and much more ram but everyone is talking about neutral nets so that's what the press release is about.

bob1029 3 days ago

Gaming using weird tech is not a hardware manufacturer or availability issue. It is a game studio leadership problem.

Even in the latest versions of unreal and unity you will find the classic tools. They just won't be advertised and the engine vendor might even frown upon them during a tech demo to make their fancy new temporal slop solution seem superior.

The trick is to not get taken for a ride by the tools vendors. Real time lights, "free" anti aliasing, and sub-pixel triangles are the forbidden fruits of game dev. It's really easy to get caught up in the devil's bargain of trading unlimited art detail for unknowns at end customer time.

EasyMark 3 days ago

doubtful, they say this with every generation of console and even gaming pc systems. When it's popularity decreases then profits decrease and then maybe it will be "the last generation".

dataangel 3 days ago

they can't move everything to the cloud because of latency

xiande04 3 days ago

It's not just technology that's eating away at console sales, it's also the fact that 1) nearly everything is available on PC these days (save Nintendo with its massive IP), 2) mobile gaming, and 3) there's a limitless amount of retro games and hacks or mods of retro games to play and dedicated retro handhelds are a rapidly growing market. Nothing will ever come close to PS2 level sales again. Will be interesting to see how the video game industry evolves over the next decade or two. I suspect subscriptions (sigh) will start to make up for lost console sales.

  • tonyhart7 2 days ago

    "Nothing will ever come close to PS2 level sales again."

    ps2 sales number is iffy at very least, also ps2 sales has been dethrone "few times" quotation mark since when nintendo sales is creeping up, sony announced there are "few millions sales" added while they already didnt produce them years ago

  • theshackleford 2 days ago

    > Nothing will ever come close to PS2 level sales again.

    The switch literally has and according to projections the Switch 1 will in fact have outsold the PS2 globally by the end of the year.

Mistletoe 3 days ago

Welcome to the Age of the Plateau. It will change everything we know. Invest accordingly.

aurareturn 3 days ago

Beyond the PS6, the answer is very clearly graphics generated in real time via a transformer model.

I’d be absolutely shocked if in 10 years, all AAA games aren’t being rendered by a transformer. Google’s veo 3 is already extremely impressive. No way games will be rendered through traditional shaders in 2035.

  • wartywhoa23 3 days ago

    The future of gaming is the Grid-Independent Post-Silicon Chemo-Neural Convergence, the user will be injected with drugs designed by AI based on a loose prompt (AI generated as well, because humans have long lost the ability to formulate their intent) of the gameplay trip they must induce.

    Now that will be peak power efficiency and a real solution for the world where all electricity and silicon are hogged by AI farms.

    /s or not, you decide.

    • pavlov 3 days ago

      Stanislaw Lem’s “The Futurological Congress” predicted this in 1971.

      • wartywhoa23 3 days ago

        FYI it's got an amazing film adaptation by Ari Folman in his 2013 "The Congress". The most emotionally striking film I've ever watched.

    • speed_spread 3 days ago

      There will be a war between these biogamers and smart consoles that can play themselves.

  • lm28469 3 days ago

    Is this before or after fully autonomous cars and agi? Both should be there in two years right?

    10 years ago people were predicting VR would be everywhere, it flopped hard.

    • aurareturn 3 days ago

      I've been riding Waymo for years in San Francisco.

      10 years ago, people were predicting that deep learning will change everything. And it did.

      Why just use one example (VR) and apply it to everything? Even then, a good portion of people did not think VR would be everywhere by now.

      • SecretDreams 3 days ago

        > I've been riding Waymo for years in San Francisco.

        Fully autonomous in select defined cities owned by big corps is probably a reasonable expectation.

        Fully autonomous in the hands of an owner applied to all driving conditions and working reliably is likely still a distant goal.

      • Fade_Dance 3 days ago

        Baidu Apollo Go is conpletes millions of rides a year as well, with expansions into Europe in the Middle East. In China they've been active for a long time - during COVID they were making autonomous deliveries.

        It is odd how many people don't realize how developed self-driving taxis are.

      • raw_anon_1111 3 days ago

        And outside of a few major cities with relatively good weather, self driving is non existent

    • wartywhoa23 3 days ago

      It did flop, but still a hefty loaf of money was sliced off in the process.

      Those with the real vested interest don't care if that flops, while zealous worshippers to the next brand new disruptive tech are just a free vehicle to that end.

    • kranke155 3 days ago

      VR is great industrial tech and bad consumer tech. It’s too isolating for consumers.

  • MarCylinder 3 days ago

    Just because it's possible doesn't mean it is clearly the answer. Is a transformer model truly likely to require less compute than current methods? We can't even run models like Veo 3 on consumer hardware at their current level of quality.

    • aurareturn 2 days ago

      I’d imagine AAA games will evolve to hundreds of billions of polygons and full path tracing. There is no realistic way to compute a scene like that on consumer hardware.

      The answer is clearly transformer based.

  • fidotron 3 days ago

    Transformer maybe not, but neural net yes. This is profoundly uncomfortable for a lot of people, but it's the very clear direction.

    The other major success of recent years not discussed much so far is gaussian splats, which tear up the established production pipeline again.

    • aurareturn 3 days ago

      Neural net is already being used via DLSS. Neural rendering is the next step. And finally, a full transformer based rendering pipeline. My guess anyway.

  • meindnoch 3 days ago

    How much money are you willing to bet?

    • aurareturn 3 days ago

      All my money.

      • CuriouslyC 3 days ago

        Even in a future with generative UIs, those UIs will be composed from pre-created primitives just because it's faster and more consistent, there's literally no reason to re-create primitives every time.

      • bigyabai 3 days ago

        Go short Nintendo and Sony today. I'm the last one who's going to let my technical acumen get in the way of your mistake.

        • aurareturn 3 days ago

          Why would gaming rendering using transformers lead to one shorting Nintendo and Sony?

  • CuriouslyC 3 days ago

    That's just not efficient. AAA games will use AI to pre-render assets, and use AI shaders to make stuff pop more, but on the fly asset generation will still be slow and produce low quality compared to offline asset generation. We might have a ShadCN style asset library that people use AI to tweak to produce "realtime" assets, but there will always be an offline core of templates at the very least.

    • aurareturn 2 days ago

      It is likely a hell of a lot more efficient than path tracing a full ultra realistic game with billions of polygons.

  • Certhas 3 days ago

    This _might_ be true, but it's utterly absurd to claim this is a certainty.

    The images rendered in a game need to accurately represent a very complex world state. Do we have any examples of Transformer based models doing something in this category? Can they do it in real-time?

    I could absolutely see something like rendering a simplified and stylised version and getting Transformers to fill in details. That's kind of a direct evolution from the upscaling approach described here, but end to end rendering from game state is far less obvious.

    • kgdiem 3 days ago

      Doesn’t this imply that a transformer or NN could fill in details more efficiently than traditional techniques?

      I’m really curious why this would be preferable for a AAA studio game outside of potential cost savings. Also imagine it’d come at the cost of deterministic output / consistency in visuals.

    • aurareturn 3 days ago

        I could absolutely see something like rendering a simplified and stylised version and getting Transformers to fill in details. That's kind of a direct evolution from the upscaling approach described here, but end to end rendering from game state is far less obvious.
      
      Sure. This could be a variation. You do a quick render that any GPU from 2025 can do and then make the frame hyper realistic through a transformer model. It's basically saying the same thing.

      The main rendering would be done by the transformer.

      Already in 2025, Google Veo 3 is generating pixels far more realistic than AAA games. I don't see why this wouldn't be the default rendering mode for AAA games in 2035. It's insanity to think it won't be.

      Veo3: https://aistudio.google.com/models/veo-3

      • LtdJorge 3 days ago

        > Google Veo 3 is generating pixels far more realistic than AAA games

        That’s because games are "realtime", meaning with a tight frame-time budget. AI models are not (and are even running on multiple cards each costing 6 figures).

      • Certhas 3 days ago

        Well you missed the point. You could call it prompt adherence. I need veo to generate the next frame in a few milliseconds, and correctly represent the position of all the cars in the scene (reacting to player input) reliably to very high accuracy.

        You conflate the challenge of generating realistic pixels with the challenge of generating realistic pixels that represent a highly detailed world state.

        So I don't think your argument is convincing or complete.

      • jsheard 3 days ago

        > Already in 2025, Google Veo 3 is generating pixels far more realistic than AAA games.

        Traditional rendering techniques can also easily exceed the quality of AAA games if you don't impose strict time or latency constraints on them. Wake me up when a version of Veo is generating HD frames in less than 16 milliseconds, on consumer hardware, without batching, and then we can talk about whether that inevitably much smaller model is good enough to be a competitive game renderer.

    • mdale 3 days ago

      Genie 3 is already a frontier approach to interactive generative world views no?

      It will be AI all the way down soon. The models internal world view could be multiple passes and multi layer with different strategies... In any case; safe to say more AI will be involved in more places ;)

      • Certhas 3 days ago

        I am super intrigued by such world models. But at the same time it's important to understand where they are at. They are celebrating the achievement of keeping the world mostly consistent for 60 seconds, and this is 720p at 24fps.

        I think it's reasonable to assume we won't see this tech replace game engines without significant further breakthroughs...

        For LLMs agentic workflows ended up being a big breakthrough to make them usable. Maybe these World Models will interact with a sort of game engine directly somehow to get the required consistency. But it's not evident that you can just scale your way from "visual memory extending up to one minute ago" to 70+ hour game experiences.

  • KeplerBoy 3 days ago

    Be prepared to be shocked. This industry moves extremely slow.

    • aurareturn 2 days ago

      They'll have to move fast when a small team can make graphically richer game than a big and slow AAA studio.

      Competition works wonders.