this post was submitted on 31 Jan 2025
1113 points (99.6% liked)
Microblog Memes
6340 readers
3750 users here now
A place to share screenshots of Microblog posts, whether from Mastodon, tumblr, ~~Twitter~~ X, KBin, Threads or elsewhere.
Created as an evolution of White People Twitter and other tweet-capture subreddits.
Rules:
- Please put at least one word relevant to the post in the post title.
- Be nice.
- No advertising, brand promotion or guerilla marketing.
- Posters are encouraged to link to the toot or tweet etc in the description of posts.
Related communities:
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
It's not exactly predicting player input, the idea is to correct input lag (say, because the processor is under heavy load) by making microadjustments in the timing so that an action happens when the player intended it to happen, instead of missing (ex:) a jump to another platform because you had been correcting for lag and, when the lag stopped, you speculatively had hit the button few frames early. This system would theoretically correct for that discrepancy, so the user input would happen when the user intended for it to happen.
It's... not the worst application for AI I've ever seen, but that's really not saying much. It seems like you could implement this with ~150 lines of assembly instead of a full ML model, but what do I know...