Modders just unlocked NVIDIA AI Filters on Skyrim too.
Apparently the latest driver includes the Neural filters, and with a mod (RenoDX discord), you can apply it to any game's characters.
It almost halves your framerate, but will run on a 5060 at 30 fps or so.
Via: PureDark
Modders already got DLSS 5 running on Control using the leaked runtime from NBA 2K27.
Runs like absolute trash right now (hits performance by 40%), but the neural rendering on character models is wild. Early glimpse of what the 50-series is about to do.
GTA 6 is a reminder of just how far game development can push visuals, worlds and player immersion.
The interesting question for us at LVL UP AI is: what happens when AI starts pushing the next layer of that immersion?
AI NPCs. Memory. Personality. Dynamic worlds.
We’re only getting started.
AI isn't just for the AAA studios. Combos debuted at #Gamescom2026 with a booth full of games built by people with zero coding experience using their natural language AI agent. One creator even exported their AI-assisted game to run on a physical Game Boy cartridge! 🤯🎮 #AI
What happens when an AI NPC moves beyond the demo and into a real game?
Memory. Latency. Cost. Safety. Lore. Player experience.
In February 2027, LEVEL//UP AI will bring game-industry professionals together for a practical virtual briefing + live build of an AI NPC from scratch.
No hype. Just what actually works, what breaks, and what it takes to ship.
Register interest ↓
lvlupai.co
Two things dropped today that quietly say the same thing: an agent-first game engine with zero asset dependencies, and a script-to-video tool where the hard part isn't generation, it's consistency across shots.
The interesting AI-in-games work right now is all about constraints, not capability.
@indie_maker_fox the consistency problem is the actual hard part of AI video, not the generation itself. good to see something tackling character/scene continuity head-on instead of treating each shot as independent.
Local, no CUDA stack required is the unlock that actually matters for indie/small studio adoption — not just the demo quality.
Curious how it handles longer or more complex animation sequences, not just single-sentence prompts. This is the kind of production-readiness question we want on stage in Feb.
@oldgamesnob This is exactly the kind of "demo to production" gap we're digging into.
Text-to-animation is easy to show in a clip, how's it holding up on rigging edge cases and consistency across a full asset library? Would love to see the pipeline breakdown.
Every AI NPC demo looks incredible.
Then it hits production and falls apart: latency, cost, consistency, memory.
We're bringing the people who've actually shipped this not just demoed it, to talk about what breaks and how they fixed it.
AI Characters in Games: From Demo to Production. Feb 2027.
New research from University of Bristol + Meaning Machine:
95% of players enjoyed AI-powered NPC experiences.
97% found them rewarding.
The "uncanny/annoying chatbot" era is over. The data's catching up.
More on this soon
Games with the Steam AI-disclosure tag get 53% fewer reviews and the reviews skew negative. Sweeney calls that a Scarlet Letter. He's not wrong that it's punishing, he's wrong about why it exists. Players aren't rejecting AI. They're rejecting getting lied to about it.
@TokenGremlin This is the part people are underestimating.
Three.js isn't just making prettier web demos anymore it's becoming a legitimate game engine in the browser.
Real terrain + physics + vehicles + streaming worlds, all playable from a URL.
The web stack is getting ridiculous.
Spline V2 is a big deal.
Not because it has a new UI.
Because 3D creation is becoming agentic.
AI Agent Mode + Spline MCP means AI can start interacting with the actual 3D editor, not just generating assets.
The interface may be becoming optional.
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