@UnrealSenseii
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Learn Unreal Engine! https://nitter.cf/t.co/WWLzZwzrQr
Joined May 2020
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Epic is right to focus on the Metaverse they were early. It is exciting to see Epic's Metaverse head in this direction.
Replying to @gaming_simone
I think connecting and mashing up games will be exactly what happens next. We’re already seeing it among enthusiasts. I think it helps to have stable shared engine foundations underneath. The hardest part of software is scaling it up in size, even for AI.
Unreal Sensei retweeted
"AI slop" used to mean shrimp jesus and Fruit love island, now people use it to talk about code written in a second that's superior to the work of most human coders
Unreal Sensei retweeted
Interestingly, Fab seller revenue increased significantly in September. AI acceleration has led to more demand for content, and many devs are using AI assistants to build scenes including buying building blocks from Fab.
Our Fab Limited-Time Free Content, available through October 20 has landed!
🗺️Ready Map Vol 2 - Bridge Environment / Nature by Six Sides Studios
🚜Stylized Harvest Farm Environment by Emberlight Creations
🧭AdaptivePathfindingSystem: AI Navigation Plugin v2.06 by NordVader Inc.
Acquire them all on Fab today fab.com/limited-time-free
Unreal Sensei retweeted
People hate AI so much that they accuse me of stealing my SDF tech. I wrote it 8 years ago. I bought Claybook tech recently for $10k. PETAFAB is simply Claybook with adult gameplay (fast paced FPS instead of slow paced kids puzzle game).
My GDC18 talk:
gdcvault.com/play/1025030/Ad…
Unreal Sensei retweeted
I had Opus 5.5 recreate the city of San Francisco in Unreal Engine.
I powered everything in it (people, pets, cars, traffic, literally everything) with Jev.
Unreal Sensei retweeted
So glad Japan is largely free of the hysterical anti-AI movement
According to a new poll by CESA, over 85% of developers in Japan are using Gen AI in some form.
In 2025, it was 51%.
The benefits developers gave were: improved operational efficiency and productivity, shorter dev cycles and reduced dev costs.
automaton-media.com/en/news/…
Unreal Sensei retweeted
Palworld was originally built on Unity Engine but the entire project was actually scrapped to be rebuilt on Unreal Engine
Which is why the team went radio silent
We've entered the golden era of gaming. I had GPT-6 Astra reverse engineer Super Smash Bros Melee to work on my Meta Quest 3 with VR controls. I'll post my first real battle in the replies
super smash bros melee is fully decompiled, this project started in july 2020, so it took over 6 years. the progress was hugely accelerated by llms and finished off with astra. it's a very large game with 3.88mb of compiled code.
github.com/doldecomp/melee
Unreal Sensei retweeted
Unreal Engineで、数千人規模の群衆をリアルタイムに表示できる「GaussianCrowds」が開発中。
大量の人物を軽量に描画しながら、照明や影の変化にも対応。スタジアムやライブ、戦場など、大規模な群衆表現で活躍しそうです。
投稿者:technomancyai
Unreal Sensei retweeted
This scene was generated from one input image. Atlas fills the remaining gaps.
→ atlas (world labs)
→ spark.js
→ three.js
Here is DLSS5 working on an animation I made in Unreal. It uses the existing geometry, animation, textures and lighting to render. It doesn't make stuff up out of thin air.
There is zero generative AI. This is the exact use of AI that people have wanted. As a tool where artists maintain full art direction.
Neural rendering makes creating amazing art with real 3D models easier and more accessible. All 3D artists should be excited.
Here is another explanation by @DanielVavra nitter.cf/DanielVavra/status/209…
@IsThisA3DModel I encourage you to create a 3D model or animation sometime and try it out for yourself, it can be fun creating something!
Unreal Sensei retweeted
After all the controversy about NVIDIA’s DLSS 5 being a terrible AI slop, I played around a bit with the leaked DLSS5 version in KCD2. First off—what was leaked isn’t even remotely what NVIDIA originally presented. It doesn’t alter the geometry of the models or the appearance of the characters in any way.
I repeat: It doesn’t alter the geometry of the models or the appearance of the characters in any way!
What it does is take existing normal maps and create much better skin texture and facial detail (examples 6 and 2) than the lighting model in the game. It also looks a bit like an attempt at subsurface scattering and other advanced skin rendering techniques. But sceptics could say, that its just a fancy version of clarity and dehaze filters which have very similar effect.
I often criticized the character artists’ work when certain faces in the game looked lacking in detail and plasticity, and they’d often show me that it looked fine on their computers and that the problem was with the lighting in the game. Well, now it looks right in the game, too! This is how those faces were supposed to look. The AI isn’t making anything up.
Above all, though, it makes ambient occlusion look like it’s on steroids. You have no idea how terribly—and I mean really, really—annoyed I was that in KCD2 we couldn’t render shadows from hats, hoods, and helmets on characters’ heads, or even shadows from small details on character models (buckles, laces, pouches). DLSS5 does this, and it does it absolutely brilliantly! (see examples 1, 3, 7, 8, and 11).
On top of that, it improves the rendering of shadows in hair (5), so they finally have the right density and darkness.
It doesn’t do much in the environment, but interestingly, it lightens shadows in some places and renders textures within them, while darkening them where it makes sense (10, 12, 13, 14). So there’s a slight improvement here as well. It also renders shadows in grass and
vegetation better. Which is definitely a good thing.
For me, this is primarily an excellent photo realistic upgrade to the character lighting model.
The “minor” issue is that it cuts the frame rate in half :)
But its not the infamous AI slop we saw couple months ago. I see huge potential here for the future, and it’s absolutely great that even older games lighting could be improved this way.