• This for some reason reminded me of the "Killerspiele" debate [1] we had in Germany after a dramatic school shooting. The shooter had previously built a map of the school in Counter-Strike. With this it's not a long stretch from there to having a realistic map of a school... Which would have given him a better rating than the one he got for his map: "I'd like to see the school that actually has lighting like this." [2] Hopefully this tech will never used for something like this.

    [1] https://de.wikipedia.org/wiki/Killerspiel [2] https://www.spiegel.de/netzwelt/web/schuelerhobby-mapping-me...

  • I’m trying to understand from the video why this is better, it looks like a normal high resolution textures with precooked shadow maps.

    It has no dynamic lighting or effects, which makes the video look like a high quality game from 2006.

  • Plays decently smooth on my M4 Max. It's probably still a long way from being a production-ready replacement for meshed environments, but I could imagine a hybrid mode where certain elements like grass and shrubbery are drawn with gaussians, perhaps with support for basic procedural animation. Great work with the playable demo!
    • For me, the biggest issue this solves is the blank canvas paralysis problem. Artists are visual thinkers and need a little nudge in the right (art) direction. This is a great way to fill that blank sheet of paper with something that they can take and run with.
    • Thanks! Yeah hybrid is a way forward, dynamic stuff is not easy
  • Sort of unfortunate that one ends up putting normal meshed characters that clash with the photorealistic splat environment
    • idealy it should be 4DGS but we are far away from it - real actors scan etc.. but somebody will do it later i am sure
    • Probably for the best as, well, they are being pumped with lead.
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  • I'm looking forward to seeing what will happen when gaussian splatting can be combined with DLSS 5. Gaussian splatting has a lot of potential in video games yet to be realised.
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