I wrote a blog post on the current trend of game decompilations using AI and where we’re going with this. It’s all very promising but oh boy are the implications scary.

  • Calavera@lemmy.zip
    link
    fedilink
    English
    arrow-up
    6
    arrow-down
    1
    ·
    2 days ago

    AI rendering emulators obsolete was not on my list of stuff that would be disrupted

    • Avid Amoeba@lemmy.ca
      link
      fedilink
      English
      arrow-up
      6
      arrow-down
      1
      ·
      2 days ago

      I think it depends on what you’re emulating. If you’re amulating games that run on a purpose-built hardware like NES, rolling the runtime into each game so you could run mario.exe instead of loading throgh an emulator would mean duplicating a lot of the emulator code into every game.exe. In a sense, the emulator is already the reverse engineering job an agent would do anyway.

      If you’re emulating a more general purpose machine, like an Xbox, PS3, etc. which essentially are computers in a fancy box, then that wouldn’t duplicate much into each game.exe and should lift performance too.

      • Calavera@lemmy.zip
        link
        fedilink
        English
        arrow-up
        2
        ·
        2 days ago

        I’m not an expert on this issue, but it really depends on how these rebuilds are made. If they are recreating the code and just adding a “emulation” layer then yes they will have an overheard in each game. But if the game is rebuild for the new hardware from the ground up, then there is no overhead at all in the same sense that a arcade to snes port didn’t have an overhead

        • Madagaskar_sky@lemmy.world
          link
          fedilink
          English
          arrow-up
          1
          ·
          2 days ago

          Yeah, if they are recreating the exact code by compiling comparing to the original binary blob, they are getting quite a close to truth source code that can be complied for other systems without any burden of emulation mixed in there.