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.
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.