This AI video is an absolute masterpiece. 🔥
The happiest year of her life, and the hardest lesson. 🌙💔
Hollywood might be in trouble now. 🤯
Made using Seedance 2.5
Prompt 👇
0 credits used.
MiniMax H3 vs Seedance 2.5 compared with the original reference. The results are amazing.
MiniMax H3 made using @ComfyUI with my RTX5090
🚨 This is huge.
Fish Audio just opened the weights of Drama 3, and it's the first open TTS model that sounds close to perfect to me.
Other models can switch emotion mid-sentence.
Drama 3 is the first one I've heard where it actually sounds right.
Three tests against Qwen3-TTS, each on one DGX Spark at home: happy turning sad mid-sentence, a sad whisper, and pure excitement. Listen to where the mood drops.
I think this kills ElevenLabs for anyone who has their own compute.
The catch: it's a 35B model (3B active), a 41.5 GB download, and on the Spark it only just keeps up with real time: 10 s of audio take 9.7 s (Qwen3-TTS 7.6 s).
Comparison between GPT-Images 2.5 vs GPT-Images 2.0
Here's the prompt:
"Animate the supplied pixel-art heroine in one continuous 8-second side-view shot. Preserve her exact design, colors, proportions, crisp pixels, and outlines. Lock the camera and pale blue-gray background. Keep her full body near center, facing right, with no more than 25% horizontal travel. From 0–2.5s, run mostly in place with alternating strides and arm pumps. From 2.5–4.5s, perform one two-foot jump and land crouched. From 4.5–6.5s, perform one full forward ground somersault: hands down, tuck, roll over the shoulders, feet over head, and land on both feet. From 6.5–8s, rise into a balanced ready pose. Animate at exactly 6 FPS with 167ms frame holds, normal speed, and no interpolation, blending, optical flow, or blur. On every frame, shift the whole sprite slightly and unpredictably on both axes to create strong constant jitter, especially in the final pose. Only the heroine moves; the camera and background remain still. No cuts, cartwheels, aerial flips, scene changes, text, particles, weapons, duplicates, audio, 3D, color flicker, morphing, or design drift."
Dazed shares a new exclusive interview with Rockstar Games, including 7 new screenshots:l and magazine cover:
- The game has been in development roughly since 2013
- Players’ actions have consequences. Walk down the street with a rifle, and the city will have something to say about it. More and more, the games are converging on real life, and non-player characters (NPCs) are acting... well, less like NPCs than ever.
- For Rockstar, the goal is to create a world of total immersion, which reacts more realistically than ever to what you choose to make of it.
- The story has evolved, too, with higher stakes and characters grounded in all aspects of the world they inhabit.
- Players can choose to either play as a couple, or go off and cause chaos independently
- Players can cruise along the highway as Jason, or swap to Lucia in the passenger seat to scroll on the in-game phone. (Yes, there are working social media feeds)
- When the job inevitably goes wrong and spirals into a car chase, the fluid switching system enables players to take the wheel in one moment, then fire on pursuers out of the passenger window the next
- GTAVI is very consciously staged as “a Bonnie and Clyde-type narrative”, says Rupert Humphries, senior vice president of narrative at Rockstar
- Choices can have repercussions that cut much deeper than Rockstar’s previous titles or “honour” systems that reward conscientious game playing.
-Food affects Jason and Lucia’s weight, while exercising visibly builds and tones their muscles. And, if you end up spending a long time away from your bed, on the run from police or on a multi-day bender
- Players can expect encounters with virtual iterations of Florida Man, the cultural archetype-turned-meme known IRL for wrangling alligators, drunken antics and literal grand theft auto.
- In-game products, brands, shops and campaigns that bear more than a passing resemblance to their real-life counterparts. “Our vision is to build a vibrant, believable culture,” he says, meaning that every brand, from fashion label to car company, has to feel like more than just a one-off joke, as if it actually exists and serves a real purpose in Leonida’s cultural ecosystem.
- Rockstar team has more than doubled in size since the release of Red Dead Redemption 2. It has offices around the world, with one branch in LA dedicated almost solely to the world of in-game pedestrians (NPCs). More than 50 real street artists were brought in to design murals in places like Vice City’s Stockyard (based on Wynwood, Miami). The team that deals with vehicle handling is made up of literal race-car drivers.
(Source: https://t.co/J9ClO5OBdd)