Just watched a style-transfer of Half-Life using Runway Gen 3—it's leveraging over 192 GB of GDDR5 RAM for the render. It's light years beyond desktop PC capability. This got me thinking: when will we see a true **"Game Engine Upgrader"?**🤯🧐

AI is already proving its ability to automate complex tasks like shader rewriting, lighting adjustments, and texture upscaling, potentially reducing manual work by 99%. You could even say, "upgrade this shader to 2020s GLSL standards with nice metal reflections," and AI could provide modern, optimized shader options.

Texture upgrades could be handled by image generation models, creating high-resolution assets from old BMPs. 🎨It seems possible we’ll soon see AI-driven tools that automatically upgrade entire asset libraries.

I'd love to get an open-source version of Mario Kart and Quake 3 Arena and transliterate them to the latest Unity3d/Unreal engines, and then batch process all the textures and shaders to be super HiFi.

When will AI port entire game engines across platforms? So far, that seems beyond reach. It can handle shaders and code refactoring, but the engine mechanics are complex.

What do you think: are there programmatic processes in development that could fully automate the upgrade of older games to modern engines and standards? Would love to hear thoughts on the technical barriers and potential solutions.

The end of 3D game obsolesence? Vid2Vid to remaster 3D GFX with new textures, meshes and shaders…
byu/QuazarTiger inFuturology

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3 Comments

  1. WaitformeBumblebee on

    “it’s leveraging over 192 GB of GDDR5 RAM for the render.”

    I think a new generation of cards that can make a fixed function style transfer with more reasonable VRAM levels and in realtime @ 60fps will appear in the market.

  2. Models with more polygons means more complex pathing. Will the AI NPC be able to adapt to the new collision model ? Can the character’s animations be tweaked to adapt to a new model ?

    Will new models, textures and lighting still be in the spirit of what the original devs intended when they designed a scene ?

  3. Such on the fly real time rendering could be possible but it is clear that with such speed, it may always struggle with background texture words and graphs. But that is where humans could come in and instigate bespoke assets for certain areas, pre baking them into the game world.