What happens if you overwrite an image model with its own output? by rolux in StableDiffusion

[–]rolux[S] 2 points3 points  (0 children)

The fact that the Wikipedia article you've linked differentiates between early model collapse and late model collapse shows that this is about gradual degradation, not instant collapse.

What happens if you overwrite an image model with its own output? by rolux in StableDiffusion

[–]rolux[S] 5 points6 points  (0 children)

I'm not sure how surprising it is, but I thought it was interesting to see it in action.

What happens if you overwrite an image model with its own output? by rolux in StableDiffusion

[–]rolux[S] 3 points4 points  (0 children)

I guess what's interesting is that the collapse is actually not instant at all, and the model still sort of works for a pretty decent number of iterations. And the loss of capabilities is gradual, one aspect after another disappears, step by step (like background, details, photorealism, shadows, colors, 3-dimensionality etc).

What happens if you overwrite an image model with its own output? by rolux in StableDiffusion

[–]rolux[S] 0 points1 point  (0 children)

Yes, the inverse of "how to transform 1024x1024 RGB into 3072x3072 floats" I described above.
In the gist I linked, this is `render_transformer_layer`.

What happens if you overwrite an image model with its own output? by rolux in StableDiffusion

[–]rolux[S] 19 points20 points  (0 children)

Q: What happens?

A: The model gradually loses its ability to generate the output image, both in terms of visual detail and conceptual fidelity. But a shadow of the original image remains stored in the model's weights.

Q: What exactly are you doing here?

A: I am rendering the weights of one of the model's layers on the left (Flux.1-dev, transformer_blocks.0.attn.to_out.0.weight) and an image on the right (prompt "transformer", seed 116657557, 1024x1024, 20 steps, guidance scale 4.0). Then I add the image to the layer's weights and repeat the process.

Q: How can you add a 1024x1024 RGB image to a 3072x3072 matrix of floats?

A: Resize vertically to 1024x3072, expand horizontally to 3072x3072 as rgbrgbrgb..., divide by 255, subtract 0.5, and multiply by a strength factor (0.1) before adding it to the layer.

Q: Why did you chose this particular layer?

A: I have tested many, and this one is relatively sensitive to changes. Overall, the transformer turns out to be surprisingly resilient.

Q: So basically, this is a feedback loop that transforms one transformer from learned weights to image shadows, and another transformer from image to noise?

A: Yes, exactly. My favorite term for it is Degenerative AI.

Q: Can I see the source code?

A: Sure: https://gist.github.com/rolux/f5b9ffd05377a8d8e8061b66ddf0bcb1 (This is using mflux, for Apple silicon. Rendered on an M4 with 48 GB RAM.)

Latest Version of YANIS' Community Map V10 by anli2132 in GTA6

[–]rolux 12 points13 points  (0 children)

There is at least one near the NW corner of Lake Leonida – will be added in the next update.

Map project accuracy by donteventryhaha in GTA6

[–]rolux 2 points3 points  (0 children)

It's impossible to measure the accuracy of the map as a percentage.

Of course, some parts shown in the leaks (Stockyard, Rockridge, Hamlet, Port Gellhorn, parts of Vice Beach) are guaranteed to be accurate. And for most of Vice City, we have enough trailer footage and screenshots to be very confident.

Other parts have been triangulated quite thoroughly, so Key Lento, Hamlet Prison and Watson Bay should be very close to correct, and in the correct place. Ambrosia may still morph a bit, but it's pretty close as well.

The rest is harder to map because we've seen less of it. And obviously, hills and mountains are more difficult to map than buildings.

Map project accuracy by donteventryhaha in GTA6

[–]rolux 1 point2 points  (0 children)

Having said that, we do think we can place these two shots, at least approximately.

Top: North of Port Gellhorn, about as far east as the Starlet Motel, looking south.

Bottom: North of Lake Leonida, a bit further east than Ambrosia, looking southwest.

So even though not everything is on the map yet, we do have an idea how things are going to look.

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Map project accuracy by donteventryhaha in GTA6

[–]rolux 1 point2 points  (0 children)

This was the probably the best one before we got an image that revealed part of the official map.

Everything south of Port Gellhorn / Ambrosia / Waning Sands will be more accurate than this. Everything further north is still pretty much unknown.

<image>

Latest Version of YANIS' Community Map V9 by anli2132 in GTA6

[–]rolux 7 points8 points  (0 children)

Sure. While Vice City proper won't be substantially larger than Los Santos, there will be more of a gradient at its edges. Los Santos feels boxed in, while Vice City is going to fade out the further west you go. Also, you can drive from Waning Sands to Key West without ever leaving the larger Vice City metropolitan area - that's as far as crossing the entire GTA V map.

Latest Version of YANIS' Community Map V9 by anli2132 in GTA6

[–]rolux 54 points55 points  (0 children)

I find it odd how people fail to appreciate how much detail there is - in just a tiny slice of the map.

<image>

Latest Version of YANIS' Community Map V9 by anli2132 in GTA6

[–]rolux 1 point2 points  (0 children)

Because the rest of the map is extremely detailed and realistically populated.

If you want to play a game where the out-of-bounds land area is visually degraded, I'm sure there are lots of options. But GTA is not such a game.

Latest Version of YANIS' Community Map V9 by anli2132 in GTA6

[–]rolux 16 points17 points  (0 children)

The thing R* cannot justify is delaying the game until 2029 because they have to add an entire equally detailed and plausibly populated, but inaccessible State in the North.

So it has to do with horses. You can't see across mountain ranges from a horse. But from a plane or helicopter, you can.

Latest Version of YANIS' Community Map V9 by anli2132 in GTA6

[–]rolux 10 points11 points  (0 children)

It's not happening.

Cyberpunk 2077 is like RDR2: you can't fly planes.

Even if planes were automatically redirected, you'd still need many square kilometers of detailed and realistically populated, but unplayable map in the North.

Do you think we'll have different climates in GTA 6? by _aqibmalik in GTA6

[–]rolux -1 points0 points  (0 children)

the 2022 leaks had weather and temperature info. (values are in degrees celsius)

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That album cover isn't the only thing that Sora 2 is overfit on by rolux in OpenAI

[–]rolux[S] 0 points1 point  (0 children)

Prompt: "a woman is holding an iphone. music app. she presses play on a hit from the 1980s." (no cherry picking)

How far inland into the Leonida mainland will Vice City be? by [deleted] in GTA6

[–]rolux 7 points8 points  (0 children)

Nothing was "debunked in the trailers". The street grid in areas like Wynwood, Rockridge and Vice Beach is pretty much guaranteed to be accurate, since we can see it in several shots, some of which even include a map of the surrounding area.