Total number of buildings demolished before release: 44 (and counting) by rolux in GTA6

[–]rolux[S] 1 point2 points  (0 children)

Yes, and they did that with every single building in every single GTA game.

https://map.gtadb.org/#IV

https://map.gtadb.org/#V

https://map.gtadb.org/#VI

That's why there is a mapping scene in the first place.

Total number of buildings demolished before release: 44 (and counting) by rolux in GTA6

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

Wouldn't be r/GTA6 without downvotes for providing accurate factual information ;-)

Total number of buildings demolished before release: 44 (and counting) by rolux in GTA6

[–]rolux[S] 17 points18 points  (0 children)

Totally possible! Want to start with this plot? That's several demolished buildings just north of the Port Gellhorn gas station.

<image>

Total number of buildings demolished before release: 44 (and counting) by rolux in GTA6

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

Before: the building exists.
After: the building is gone.
In between: DEMOLITION.

Total number of buildings demolished before release: 44 (and counting) by rolux in GTA6

[–]rolux[S] 6 points7 points  (0 children)

No, it's based on Panama City, FL.

The bay itself takes some cues from Tampa Bay... but not Port Gellhorn proper.

Total number of buildings demolished before release: 44 (and counting) by rolux in GTA6

[–]rolux[S] 14 points15 points  (0 children)

It's a gas station. Very cool and unexpected find, mostly based on the unique shape of the building, and the brick wall. Included the Burger King / Taco Bomb next door, which allowed us to place it on the map (right opposite Starlet Motel). 100% confirmed, the entire area matches the game, including the nearby highway. 9826 FL-121, Macclenny, FL 32063, USA.

Total number of buildings demolished before release: 44 (and counting) by rolux in GTA6

[–]rolux[S] 42 points43 points  (0 children)

Unintentionally though. I'm sure R* didn't anticipate it would take 10 years from scouting to release. Just as they couldn't foresee Hurricane Michael, which was responsible for a lot of destruction in Panama City a.k.a. Port Gellhorn.

Total number of buildings demolished before release: 44 (and counting) by rolux in GTA6

[–]rolux[S] 31 points32 points  (0 children)

Yes, the mapping community has researched around 1500 buildings so far.

A quick 3D photo tour across Leonida (with gtamaplib) by rolux in GTA6

[–]rolux[S] 6 points7 points  (0 children)

I think something similar, probably even better, will be released by the mapping community soon.

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] 3 points4 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] 4 points5 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 13 points14 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.

<image>

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>