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It is plausible to run a full simulation the old fashioned way and realtime render it with a diffusion model.

It is not currently, or near term, realistic to make a video game where a meaningful portion of the simulation is part of the model.

There will probably be a few interactive model-first experiences. But they’ll be popular as short novelties not meaningful or long experiences.

A simple question to consider is how would you adjust a set of simple tunables in a model-first simulator? For example giving the player more health, making enemies deal 2x damage, increasing move speed, etc etc. You can not.



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