Nvidia demoed its capabilities for AI and unique character building during Computex 2023. The gaming giant showed how an innocuous NPC could provide generated, off-the-cuff responses to playerβs unique prompts during an in-game interaction.
Contemporary titles can have anywhere between a handful and hundreds of non-playable characters (NPCs).
Primarily intended to carry the overarching narrative forward by delivering missions, these secondary characters carry the bulk-load for creating a sense of emotional investment and fleshing out the playable world to seem lived-in and believable.
Like other aspects of gaming, the graphics and basic dialogue of these characters have advanced over time. Compare the original edition of Skyrim, for instance, to contemporary titles like Hitman 3 or Red Dead Redemption II and youβll see how drastic an improvement has been made in the last decade.
Though the overall standard has risen, however, thatβs not to say there isnβt room improvement β and a lot at that. Aside from a few exceptionally crafted titles, engaging with NPCs can still feel obligatory, overtly scripted, and at times static or goofy.
Nvidia, a leading proprietor of PC graphics cards and (more recently) AI computing, is looking to advance this facet of game-building using the principles of generative software like ChatGPT and Bard.
Nvidiaβs βOmniverse Avatar Cloud Engineβ demo
At the annual Computex conference this week, Nvidia CEO Jensen Huang announced the release of the βOmniverse Avatar Cloud Engineβ (ACE).
Huang claims that the developer toolkit can turn bland NPCs into sophisticated characters able to respond to original voice prompts from players with spontaneous voice dialogue and real-time facial animations. Sounds far-fetched right?
During a linear gameplay demo, we supposedly saw the engine in action. Through a first-person lens, the playable protagonist entered a breath-taking rendering of a Cyberpunk ramen shop created with the best in Nvidiaβs immersive technology and Unreal Engine 5.
The main attraction, though, began when the player approached the resturant owner β an NPC called Jin.
Instead of scripted dialogue options appearing off the bat, which is custom for 99% of role playing games, the player spoke out loud and received bespoke in-game responses from the NPC.
Jin obviously had a backstory pre-programmed in with a mission he was compelled to impart, but everything else was pure βimprovisationβ courtesy of AI, according to Huang.
Check the footage out below.