Microsoft AI Generates Quake II Gameplay at 10 FPS Using 750M Parameters But Misses Core Mechanics

Rahul Somvanshi

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Representative Image. Quake II Gameplay. Photo Source: Microsoft Copilot Labs

Microsoft has released a playable AI-generated version of the classic 1997 game Quake II, demonstrating its new Muse AI technology. This AI-powered Quake II experience renders each frame in real-time using artificial intelligence rather than traditional game engines.

The project, built on Microsoft’s WHAMM (World and Human Action MaskGIT Model) technology, allows players to interact with an AI-simulated version of the game through a web browser. The system has the capability to generate visuals at over 10 frames per second at 640×360 resolution—double the resolution of earlier prototypes.

Unlike traditional game development where environments are manually created, this AI approach learns from gameplay data to simulate the game world dynamically. Microsoft trained the model on just one week of data, focusing on a single level of Quake II.

Technical Foundation

The WHAMM system uses two key components working together:

  • A “Backbone” transformer (approximately 500 million parameters) that processes the previous 9 frames and player actions
  • A smaller “Refinement” transformer (around 250 million parameters) that improves the initial predictions

This two-stage approach enables the real-time generation needed for interactive gameplay while maintaining visual quality.

Current Limitations

Despite the technological achievement, the experience has significant drawbacks:

  • Enemy interactions appear fuzzy and combat mechanics don’t function properly
  • The AI’s short memory (0.9 seconds of context) causes objects to disappear when out of view
  • Health values and counting mechanics are unreliable
  • Only a single section of one Quake II level is available
  • Network latency affects responsiveness

Critics have been harsh in their assessment. Paul Tassi called it “an utter disaster on every level” with “choppy and nonsensical” environments. He described enemies as “melting globs of wax” that appear and disappear when players move past them.

Looking Forward

Microsoft positions this as an early exploration of AI-generated gameplay experiences. The company suggests this technology could eventually help with game preservation by allowing classic games to run on modern hardware without requiring the original engines.

Xbox Gaming CEO Phil Spencer previously noted: “You could imagine a world where from gameplay data and video that a model could learn old games and really make them portable to any platform where these models could run.”

While currently limited to basic demonstrations, Microsoft appears to be expanding Muse AI’s training beyond its initial test game, suggesting more interactive AI experiences may appear in Copilot Labs soon.

The project raises important questions about AI’s role in gaming—whether it represents a valuable new tool for developers or risks replacing human creativity with machine-generated approximations.

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