Re:Introducing Images 2.6
by viraptor on Wednesday November 04, 2026 @07:33PM
(#50373415)
I wonder if there's some weird accounting going on, or if this is real. It would mean around 24M images an hour and that's in the area of "more images than anyone will see". It means there's lots of wasted automated effort in this process somewhere, even if we assume some creators will request 8x variants of their ideas.
Re:Introducing Images 2.6
by post-it on Wednesday November 04, 2026 @08:07PM
(#50373711)
I don't use AI image generation anymore, but when I was fiddling with it I would generate dozens of images per idea, limited only by my patience. "The same thing but a little different" is the easiest feedback you can give anything.
Re:Introducing Images 2.6
by 80fj0348i on Wednesday November 04, 2026 @08:48PM
(#50374038)
Same, when I messed around with it to learn how the models worked I would generate batches of hundreds or thousands with slightly tweaked prompts and negative prompts to get a sense of how the inputs changed the outputs.
Re:Introducing Images 2.6
by minimaxir on Wednesday November 04, 2026 @07:02PM
(#50373156)
Using the grid trick for animations to generate the individual frames has been around for awhile and not specific to ChatGPT: I'm surprised it took this long for one of the official providers to make it explicit.
However, adherence between frames is generally tricky, and even in the examples there is a lot of noise between frames although that could be due to compression.
Re:Introducing Images 2.6
by padolsey on Wednesday November 04, 2026 @09:36PM
(#50374416)
Yeh using sprites to make frames consistent (kinda tilting latent space towards a character consistency, zero-shot ~LoRA hack?) is old-school. I did this 3 years ago. https://j11y.io/dance/
I tried it with Sunburst with both gpt-5.5 and gpt-5.6-sol, and the results were nothing spectacular. It’s something you could already do in the ChatGPT interface by asking it to convert an existing image to an equivalent SVG.
Recraft is probably the only group I know of that had a native text-to-SVG generator pretty early on, but since it’s a closed model, I’m not familiar with what they were doing under the hood technically.
Re:Introducing Images 2.6
by petercooper on Thursday November 05, 2026 @02:52PM
(#50383595)
Re SVG: and it would likely strip any SynthID watermarks.
It could be viable to encode SynthID-like variables in subtle variations of positioning of elements, path lengths, etc. I think I saw an article on here a couple weeks ago which used such techniques to hide 'messages' in SVGs. It might even be possible to do it in a way which survives basic manipulations, as with rasters.
Re:Introducing Images 2.6
by mft_ on Thursday November 05, 2026 @03:00PM
(#50383702)
> It's possible OpenAI has pipelined a raster-to-vector tool that does the conversion automatically. (I developed a similar pipeline and it works extremely well; I'll open source it at some point)
If I could somehow subscribe to ensure I see this when you do, I would.
Re:Introducing Images 2.6
by minimaxir on Wednesday November 04, 2026 @07:13PM
(#50373260)
I would caution against using the webapp to test the quality of this new model because OpenAI does not indicate which image model and effort is being used to generate the image, to my continued frustration.
Re:Introducing Images 2.6
by minimaxir on Wednesday November 04, 2026 @08:06PM
(#50373709)
ChatGPT Images (and some others like Nano Banana) are autoregressive models, and the text model generates the tokens in the same way which are then passed in the correct form for an image model to decode. That is how it can reason the prime numbers + Pokemon + art style conditional.
It is different from earlier image models which just use a simple text encoder and struggle with conditional logic if not explicitly trained for it.
Re:Introducing Images 2.6
by jackbrookes on Thursday November 05, 2026 @05:59AM
(#50377713)
If you look at the thinking steps it clearly includes:
> * Mapped Pokémon primes
> * Organized the grid
before generating the image.
So really it is first figuring out the exact specification of the layout, then prompting the image generation tool with this specification - perhaps unless you do it with an "instant" model.
Re:Introducing Images 2.6
by vunderba on Wednesday November 04, 2026 @10:33PM
(#50374803)
I think it's more impressive that it managed so much coherence in a single image than anything else. Very few problems with each of the pokemon anatomically speaking. Mew's kind of a mess but the rest are pretty accurate.
That being said, the ukiyo-e artwork looks more like a standard colored pencil illustration, and it sort of tried to cheat by adding some vaguely Japanese natural scenery.
See this Kickstarter all the way back in 2013 for a great example of what Pokémon might actually look like as ukiyo-e woodblock prints.
Re:Introducing Images 2.6
by mitchdoogle on Wednesday November 04, 2026 @11:18PM
(#50375128)
I remember that Kickstarter. I follow the woodblock carver who worked with the artist. His name is David Bull and he has some great videos on woodblock carving on YouTube: https://m.youtube.com/@seseragistudio
Re:Introducing Images 2.6
by apetresc on Wednesday November 04, 2026 @07:49PM
(#50373568)
That prompt seems almost deliberately obtuse. The natural phrasing would be “greying blonde hair”. If you described someone as having half-X, half-Y hair, I’d expect to see something like that image, too.
Re:Introducing Images 2.6
by sroussey on Friday November 06, 2026 @01:16PM
(#50396112)
The image does not show up for me. I’m guessing the man has black roots and possibly black and white stubble?
Since blond models always have dark roots (blond highlights, not natural blinds) in order to have better framing of the face in photographs, the ai models will never show an actual blond.
Re:Introducing Images 2.6
by nananana9 on Thursday November 05, 2026 @02:21AM
(#50376164)
I think the super-AGI should be able to figure this one out. This is the kind of things I would expect to have to think about when prompting a local 4B model, not the latest Sol or whatever is driving the image model here.
Re:Introducing Images 2.6
by jrmg on Wednesday November 04, 2026 @07:45PM
(#50373530)
It looks like the images in there are 'based' on the "hot springs symbol" - a Japanese map symbol encoded into Unicode that seems to have become synonymous with "piping hot bread" in the West!
Re:Introducing Images 2.6
by rprwhite on Wednesday November 04, 2026 @08:23PM
(#50373832)
The images in the GPs link show a common pictogram for artisanal bread. The image itself is actually a close representation of the real thing. An image search for sourdough will return many images showing bread with a similar appearance.
Anecdotally, I’ve never seen that hot springs symbol used for bread, and I’ve lived in the west my whole life.
Not without irony, but connecting the bread symbol with the hot springs symbol feels like the sort of mistake an llm would make.
Re:Introducing Images 2.6
by minimaxir on Wednesday November 04, 2026 @07:27PM
(#50373384)
That depends on your definition of pixel art. (people are exceptionally pedantic about this)
With the right prompt engineering, it (and similar quality models) can indeed do relevant pixel art, but due to the existence of blotchiness/SynthID watermarks you'll need to do some sort of postprocessing regardless.
Re:Introducing Images 2.6
by vunderba on Wednesday November 04, 2026 @07:58PM
(#50373632)
If you define pixel art as just a vague overall look, then yes, it can do pixel art. If you define pixel art as being limited to a fixed color palette, like 16 or 256 colors and aligned to a square grid, then no, not without some manual post-processing.
It's not helped by the fact that a lot of people who are not artistically inclined will generate pixel art on these image generators at 1MP resolutions (far higher than traditional pixel art), such that even the casual observer can typically see the bad smearing and fringing in the final result.
Re:Introducing Images 2.6
by Dwedit on Wednesday November 04, 2026 @08:14PM
(#50373765)
There are SDXL pixel art models out there that do actual pixel art. They generate images that are 8x too large, you need to downscale them and reduce colors externally.
Re:Introducing Images 2.6
by vunderba on Wednesday November 04, 2026 @08:17PM
(#50373793)
yeah, the original Retro Diffusion models were an early example of that - IIRC it had models separately fine-tuned for 32x32, 64x64, etc. so you'd nearest neighbor squash'em down to that size after the initial gen to kill the high frequency noise.
Re:Introducing Images 2.6
by momojo on Wednesday November 04, 2026 @07:28PM
(#50373393)
What's the state of the art for image gen? I'm far removed and pretty happy with the free Gemini tier but its notable to me that I rarely see boasting about being "the best image generator yet" and I wonder if that's because they're all just good enough?
Re:Introducing Images 2.6
by scottyah on Wednesday November 04, 2026 @07:32PM
(#50373408)
It has to be Google, since OpenAI always compares to other companies when it feels its winning at some benchmarks. They didn't even compare on cost, speed, or any benchmarks at all.
Re:Introducing Images 2.6
by jjcm on Friday November 06, 2026 @05:57PM
(#50399631)
IMO a lot of that is steering from the chatgpt harness. If you ask chatgpt for "a poster showing my latest burger specials", it really steers it towards the same look as everything else.
Try it via the API with your own LLM for stylistic steering. You'll find that chatgpt actually obfuscates how good the model actually is. You can get some serious variety out of it.
If you want some examples, halfway down the page I show comparisons of the same bookstore website in different styles - all of these were from gpt image: https://diffui.ai/for/bootstrappers (disclaimer that this is a product I work on blahblahblah capitalism)
Re:Introducing Images 2.6
by jjcm on Wednesday November 04, 2026 @07:33PM
(#50373420)
I've been playing with it for the last hour or so. I immediately updated my platform to use both since 2.5 is my primary model (i run a prompt->design site).
After playing with it for an hour, I'm rolling back 2.6-flare to 2.5-flare. I've found 2.6-flare specifically to be too simplistic in its approaches.
Re:Introducing Images 2.6
by cousin_it on Wednesday November 04, 2026 @08:16PM
(#50373778)
Yeah, I've been mystified for years why they can't just train the "AI look" out of images. Is it, like, something undetectable by machine? But then how come we can often detect it so easily?
Re:Introducing Images 2.6
by minimaxir on Wednesday November 04, 2026 @08:21PM
(#50373820)
It's the opposite: the average person likes the AI look of images (the more "aesthetic" look) and RLHF keep converging toward that.
It is entirely possible to prompt engineer away from that style, but that requires effort and knowledge that said average person does not have, so it's stuck in a feedback loop.
Re:Introducing Images 2.6
by awesome_dude on Wednesday November 04, 2026 @09:24PM
(#50374320)
> people don’t even seem to notice.
I've been seeing "AI slop" stickers posted on things
> I see just everywhere including food menus
The places I have seen it in use, are the places that would have a handwritten scribble that was misspelt and would be something mocked by people because it was written by ESOL (or vice versa, English speakers trying, but failing, to write in a different language)
Honestly, I think the AI slop is a step up - I can read the signs clearly, and they are only mildly offensive
Re:Introducing Images 2.6
by smelendez on Wednesday November 04, 2026 @09:36PM
(#50374414)
People definitely seem to notice.
I see restaurants post AI flyers and ads to random local Facebook groups and most of the replies are about them being AI slop. I think it’s an uncanny valley problem: People don’t mind if you post a real photo of your food or a cartoon drawing of a pizza or a pig on a spit, but when it’s a weird fake photo with texture issues, it looks gross, especially when it’s food.
I think a lot of people who open restaurants probably aren’t extremely online, partly because it would be physically impossible with the amount of work they have to do, but they definitely pay attention -sometimes too much attention — to public online feedback.
Re:Introducing Images 2.6
by strange_quark on Wednesday November 04, 2026 @09:58PM
(#50374580)
I get why restaurants use the cartoon-looking slop. If you don't particularly care that it signals that you put no effort into your menu or ad or that your restaurant's menu has the same shitty aesthetic as all other slop, fine. It's a cartoon and I could understand someone thinking it looks ok.
I absolutely do not get the uncanny-valley images. Those all look gross. Besides not actually being representative of the dish, the images have all sorts of weird texture issues, look too glossy, and are just unappetizing. I cannot why a restaurant owner would want to put up an ad that has food that looks straight up gross.
Re:Introducing Images 2.6
by grey-area on Thursday November 05, 2026 @02:10AM
(#50376092)
Professional food photography is expensive. This is a case of the free mediocre offer crowding out the much better but expensive option. Same way that free mail with ads crowded out email without ads.
Re:Introducing Images 2.6
by lordhexd on Thursday November 05, 2026 @02:17AM
(#50376142)
The thing with those "AI Slop" comments are generally from people whom are opinionated about the image. However it's abundantly clear that the target demographic which is the customers generally don't mind. If you think about it, We have been conditioned by the "for illustrative purposes only" label on most food images that at this point most people just want a reference so they can decide what to eat. I'd take an AI image over just words any day.
Re:Introducing Images 2.6
by toddmorey on Wednesday November 04, 2026 @09:32PM
(#50374385)
This is not true. Think of the problems AI has with creating appetizing food imagery, for example. Images that every human annotator marks as unappealing with a high degree of consensus.
The problem is in the rewards, but it's more how they average across domains and contexts, so AI misapplies them. Actually, in human preference evaluations, most of Gen Z in particular extremely adverse to the common look of AI images.
So it's not the annotators involved in RLHF, it's the models failing to map to human preferences at the task level. The failure rate is also uneven across domains.
Where there are challenges with human annotation, it's not the ability to gauge what's good but rather how to correct what's wrong. Most people can tell when something is off but struggle to articulate why. That's where more domain expertise is required.
Re:Introducing Images 2.6
by latentsea on Wednesday November 04, 2026 @10:18PM
(#50374724)
>This is not true. Think of the problems AI has with creating appetizing food imagery, for example. Images that every human annotator marks as unappealing with a high degree of consensus.
I think the way they'll solve it in the end is to create an ultra-high-fidelity simulation of the world including modelling taste and other senses on the level of physics, and then incorporate all of this into the training rewards.
I think this is how the machines know what tasty wheat tasted like.
Re:Introducing Images 2.6
by Conscat on Wednesday November 04, 2026 @08:41PM
(#50373987)
I think this is fundamental. People will probably dislike whatever it is that AI images look like, because whatever they look like is going to be associated with cheap. They could have a totally different aesthetic and I think most people's conception of cheap would adapt to whatever that is.
Re:Introducing Images 2.6
by thrance on Thursday November 05, 2026 @07:15AM
(#50378209)
Very true. My theory is that if AI was able to produce a diverse enough range of styles (not artistic style, more like "artist's touch/bias"), then it would be much better. Exactly like Claude, talking to it wouldn't be so grating if it had, say, a 1000 different "writing styles" instead of the single one we have to engage with.
The current models have a fundamental architectural flaw: Every pixel they output costs the model as much effort as every other one. When you see detail in a work a human produced, the fact that there is detail communicates something about what the artist was focussing on. It shows you what they cared about, and by extension what you, the viewer, should care about to understand the piece. The AI, as currently designed, can’t do that, because it’s outputting entire raster images at once (and multi-pass generations tend to degrade into melty nonsense), it emphasises everything, and so emphasises nothing.
The “AI look” is a manifestation of the architecture itself, and that’s why you can really train or prompt around it. At best, bigger models have been able to partially suppress the worst aspects of it by throwing more parameters at the problem, but put the models under even a tiny bit of stress and the same flaws reemerge.
Re:Introducing Images 2.6
by Uehreka on Wednesday November 04, 2026 @11:01PM
(#50375005)
Some of it has to do with Classifier Free Guidance (CFG), a math thing that makes it more likely for a diffusion model to follow what you ask for in the prompt. However, turning up CFG inevitably causes high contrast and certain other artifacts.
With that being said, my understanding of that issue is a few years old, people have always said CFG is a havk until models get better at following prompts on their own. So thee “look” that tools like Nano Banana ends up with could be something else. It may or may not be a necessary artifact of some part of the process.
Re:Introducing Images 2.6
by ViscountPenguin on Wednesday November 04, 2026 @11:27PM
(#50375181)
The problem isn't the classifier free guidance itself, but the choice of parameters. When a parameter above 1 is chosen you get images which very stronger conform to theme, but which there's not a good mathematical justification for.
Re:Introducing Images 2.6
by cubefox on Thursday November 05, 2026 @01:12AM
(#50375795)
Yeah, it must be some algorithmic thing like CFG, or some other technique, that causes the unrealistic AI look. Because Dall-E 2 didn't have it, but Dall-E 3 did to an extreme degree. Google's Imagen <= 3 also didn't have it, but Imagen 4 (and Nano Banana, which seems to use Imagen 4 in the background) suddenly had significant AI look, apart from much better prompt following and fewer visual mistakes (like too many fingers).
Re:Introducing Images 2.6
by cousin_it on Thursday November 05, 2026 @11:45AM
(#50381324)
Yeah. I just read a bit about it and looked at some examples, and it seems CFG>1 is a hack to get sharper images from a given model, at the cost of giving them the "AI look". As models get better, we'll be able to use CFG=1 and much of the problem will go away.
Re:Introducing Images 2.6
by colechristensen on Wednesday November 04, 2026 @11:55PM
(#50375371)
You are actually a very skilled pattern recognizing machine. There's likely always going to be some bias and purple are going to be able to detect it and the human style will move away from it.
Re:Introducing Images 2.6
by samuria on Wednesday November 04, 2026 @08:54PM
(#50374095)
It does look terrible. But keep in mind these decisions aren't made to please you or me on HN. The numbers clearly show the average user does not care about the AI look because they can't really tell the difference between human-gen and AI-gen. Whatever saves them money is what they will go with.
Re:Introducing Images 2.6
by samuria on Thursday November 05, 2026 @06:15AM
(#50377813)
It’s saving huge amounts of money for a lot of small businesses. I’ve seen AI posters, business cards, fliers, logos, etc from accounting firms, plumbers, electricians, chippies - you name it. Whether these ad-campaigns are actually working for them, I don’t know.
Re:Introducing Images 2.6
by customguy on Thursday November 05, 2026 @12:00AM
(#50375394)
> The numbers clearly show the average user does not care about the AI look because they can't really tell the difference between human-gen and AI-gen.
Do you have a link to the numbers that clearly show this?
Re:Introducing Images 2.6
by customguy on Thursday November 05, 2026 @03:15AM
(#50376533)
So nothing at all. Most people would notice the difference between no ads everywhere, and ads everywhere, would prefer no ads, and still there are ads. That there are ads tells us nothing about people.
Re:Introducing Images 2.6
by samuria on Thursday November 05, 2026 @06:12AM
(#50377791)
Do you need statistical numbers for every information you receive? I don’t have any numbers to show you besides the fact that everyone I have spoken to in the last 6 months knows how to generate an image on ChatGPT. I work in the construction industry, and 100% of the companies I deal with have at some point posted an AI-generated poster on their social media, or created their flyers and business cards. YMMV.
Re:Introducing Images 2.6
by customguy on Thursday November 05, 2026 @11:35AM
(#50381207)
Well, you said "the numbers show". But anyway, not being able to tell the difference and not caring is very different from "having tried it at some point".
> everyone I have spoken to in the last 6 months knows how to generate an image on ChatGPT.
That goes without saying. If you can speak to them, if they have a pulse, they can "generate an image". A cat walking over a keyboard can generate an image. That is the lowest bar ever.
Re:Introducing Images 2.6
by quantummagic on Thursday November 05, 2026 @01:02AM
(#50375747)
Someone posted an AI picture on Twitter, that was done in the style of a great classic painter of renown. Everyone tore it apart, discussing all the details that betrayed it as a pale imitation of the original. It was roundly panned as an example of how AI will never be good enough to replace humans. After this went on for some time, the initial poster revealed it wasn't actually AI at all, it was a genuine original from the artist in question.
People just hate AI and will find a post hoc justification for their hatred in every situation. The link you gave could have just as easily been someone expressing surprise at the artists choice to not follow traditional physics... but instead be playful in unconstrained ways. Shrug.
Re:Introducing Images 2.6
by slipusaururgf on Thursday November 05, 2026 @01:18AM
(#50375827)
that kind of experiment was done multiple times, someone put a very famous photo from a very famous photographer on some photography critique forum and it was torn apart: badly framed, blurry, no composition, ....
Re:Introducing Images 2.6
by zuzun on Thursday November 05, 2026 @04:06AM
(#50376928)
Artists aren't machines that churn out one masterpiece after another, they do create bad works (most artists would acknowledge that) and there are one hit wonders. I look at a lot of art and sometimes I like only one painting out of a series, or even out of a lifetime of work. Also, you often need the context of the artist's broader work to judge the quality of a single piece, which might otherwise appear like a bad picture in vacuum.
Re:Introducing Images 2.6
by samultio on Thursday November 05, 2026 @06:38AM
(#50377960)
Most people in general, and for sure the majority of current twitter users have no clue what they're talking about when it comes to modernist art and its direct predecessors.
I’ve only seen that happen once, and it was using a cropped Monet, but by cropping it, the picture actually did become bad. It was poorly composed, the colour balance was ruined and the level of detail was too low relative to the size of the brush strokes. These ‘gotchas’, when they aren’t just complete fabrications (which, given how often I see people talk about them, but how rarely I see any evidence presented, is most of the time) generally only reveal how little the people running the ‘experiments’ understood about art in the first place.
Re:Introducing Images 2.6
by dawnerd on Wednesday November 04, 2026 @10:51PM
(#50374940)
I doubt it, same with people that use ChatGPT for everything and don’t see the slip anymore and are confused when you point it out. LLM blindness is a real thing.
Re:Introducing Images 2.6
by komali2 on Thursday November 05, 2026 @12:03AM
(#50375418)
I'm deeply interested in this subject. In conversation, most people I talk to say they hate the look of AI generated "art," or find it uncanny or uncomfortable. However, whenever I'm on the bus or train, if I peek over the shoulder of someone, it's 50% chance they're endlessly scrolling AI generated short form video, either as unrelated clips or Chinese dramas (this being in Taiwan).
I suspect people are somewhat hypnotized by the content, in the same way a toddler is hypnotized by Cocomelon. Something about it is enthralling and keeps the attention. I wonder if it's related to the phone game icon / YouTube thumbnail phenomenon of "person's face making an extreme expression with the mouth open." AI generated videos for example still tend to have very exaggerated facial expressions and the mouth is always unusually wide when talking. I also wonder if something about the uncanny smoothness of movement (I assume caused by any form of transition defaulting to "linear") has a hypnotic effect.
I'm not sure how to look into this further. Elsagate is an interesting past example, and what I've learned so far I threw in a blog post a couple months back https://blog.calebjay.com/posts/psychic-attack/
Right now I'm looking into "Lula's army" and the AI generated content they used. I feel like there's something significant and perhaps even dangerous that could be developed bere.
Re:Introducing Images 2.6
by nashadelic on Thursday November 05, 2026 @12:25AM
(#50375547)
whats incredible is when in their video they're talking about complexity, the cat's images have extra limbs in low and medium complexity. They could've easily generated more versions to get the clean versions. But it just doesn't seem like they care. Maybe this is what someone who is so used to using AI to move fast becomes: someone who drops the quality bar to 80%?
Re:Introducing Images 2.6
by slipusaururgf on Thursday November 05, 2026 @01:12AM
(#50375798)
They mentioned multiple times in previous blog posts that they do not cherry pick examples.
Would you appreciate more if their model generated cats with 5 legs in 99% of cases, and they cherry picked that 1 in 100 image where it has 4 legs? Do you think doing that would make them more caring and professional?
Re:Introducing Images 2.6
by Revanche1367 on Thursday November 05, 2026 @02:39AM
(#50376278)
I doubt their models are that bad for simple and common things like cats, probably takes just a handful of tries at most for correct number of limbs. They could just mention the number of tries on the side like a little bubble showing up to show “Rendered in 5 attempts” or something along those lines. I wouldn’t think less of the tech personally.
Re:Introducing Images 2.6
by Fannon on Thursday November 05, 2026 @01:13AM
(#50375800)
That's an interesting observation, and that's also my feeling: Everything is now expected to move so fast, dropping quality bar to 80% or below is not uncommon.
Not like this is the fault of the AI progress, we could use AI to go beyond the quality what we used to deliver, too. It's just the pace expectations that are now "in the room" ?
Re:Introducing Images 2.6
by miki123211 on Thursday November 05, 2026 @03:30AM
(#50376646)
People who make things often have an unrealistic expectation of how much users care about quality (and don't realize how much users actually care about price).
We've seen this play out over and over again, in many different sectors. The whole shtick of the old (Bellhead) telecom world was quality at the (literal) expense of price, which didn't work out well for them. Same for CD versus pirated mp3s, DVD versus pirated videos (and, to a lesser extend, theaters versus bootleg cam releases), native texting / GSM calls versus WhatsApp and similar, mainstream newspapers and media versus blogging and social media, traditional electrical appliances versus Chinese-made, and so on.
Because of the innovator's dilemma, In many cases, the cheaper, lower-quality product later surpasses the quality of its more expensive counterpart.
AI is just one more example of this happening. It lets you make more things which otherwise would be far too expensive to make, even if that often means a lower quality product.
Re:Introducing Images 2.6
by Nition on Thursday November 05, 2026 @03:19AM
(#50376564)
I find it interesting that after all this time, Midjourney still seems to be the leader in aesthetics.
It's retained has a lot of the issues that other AI image gen has moved past: It's still not very good at following directions, it still makes basic mistakes occasionally like wrong number of fingers, it still often creates weird nonsensical AI messes in the background. But what it has retained all the way through, is that excellent sense of aesthetics. It seems like we haven't really figured out how to have both - you can have accurate or beautiful, but not together.
Re:Introducing Images 2.6
by bsboxe on Wednesday November 04, 2026 @07:36PM
(#50373444)
The input and output pricing per token remains the same between 2.5 and 2.6, although using their image pricing calculator shows a quadrupling of token usage at low and medium quality settings for 2.6. For e.g. at 1024x1024:
2.5 low, 196 tokens, $0.006
2.6 low, 823 tokens, $0.025
2.5 med, 439 tokens, $0.013
2.6 med, 1449 tokens, $0.043
Interestingly, higher quality settings show no change in token usage between the models.
Re:Introducing Images 2.6
by bnmathm on Wednesday November 04, 2026 @07:46PM
(#50373535)
Similar results for my workflow. And the Round art comes out significantly less round without prompt changes (more input tokens)
Setting (1024x1024) Tokens Cost/image Time
2.5 medium 439 $0.014 12.0 s
2.6 low 824 $0.025 6.7 s
2.6 medium 1,449 $0.044 7.9 s
2.6 high 1,758 $0.053 8.9 s
Re:Introducing Images 2.6
by DanHulton on Wednesday November 04, 2026 @07:51PM
(#50373586)
That stained glass whale thing makes me especially grumpy. When it scrolled onto the page, my first thought was "whoah, what a neat idea" and then it was _immediately_ followed by "what a terribly execution."
Like, I'm not even an artist, so I'm sure there's a million things I'm missing, but it's just so upsetting to look at. There's weird random reflections on things that shouldn't have reflections, the coloured light absolutely doesn't actually track through the stained glass onto any surface that makes any sense, light is coming from every which way, it's just... gross to look at for anything more than a quarter of a second.
And this is what they're using to hype people up for it. /shrug
Re:Introducing Images 2.6
by casey2 on Wednesday November 04, 2026 @08:55PM
(#50374108)
Not really, you could imagine another technique that 3D models it without force but with raytracing, puts it in that scene and takes a picture, the result would look better. That could then be a starting point for trying to get the lighting an panels just right to make the best reflections.
When you forgo process the odds that you'll make good art drop to 0. Tool use is a much better path forward for self driving, artistic computer than big data. Images 2.6 only has use as a tool.
Re:Introducing Images 2.6
by Feathercrown on Wednesday November 04, 2026 @11:28PM
(#50375189)
I've never understood why people have this viewpoint. If there is no preference for one property of a work (ie. lighting) to match reality just because another unrelated property (biology) doesn't, then surely the only possible scenarios remaining are an exact replica of the real world (where all properties match the real world) or an entirely arbitrary construction (where no properties should match reality). Fiction is predicated on the idea of "reality, but...". Saying that any single difference from reality should lead you to expect no similarities to reality at all, if followed, would collapse all fictions into pure arbitrary soup.
Re:Introducing Images 2.6
by bowsamic on Thursday November 05, 2026 @04:17AM
(#50376987)
The point of fantasy or even surrealism is to contrast with the parts of the work that are chosen to be realistic. When random parts of the work are broken in meaningless ways it becomes slop
Long before generative AI, unpleasant nerds would poop on fun images by claiming they could "just tell" that they were altered in photoshop. Today I'm seeing a complaint that the path tracing from the multi-layered stained glass into the cloud simulation is not as accurate as a human would have painted by hand. And, that apparently makes us grumpy.
There have been unending examples of people liking an image until informed it was made by AI. Then, suddenly they see all sorts of fine-detail excuses to dislike it. And, of people calling out "obviously AI" problems in the works of human master artists when someone lies and tells them it was generated.
I'm not seeing any difference in the discussion here. The whale is a bit overly high-frequency. The owl is fine. The guy at the computer would be considered great if a human made it. The travel ad is bland. The balloon letters are fine.
None of these are "terrible eye sores". Some people don't like AI generated imagery as a process. Seeing generated images make them feel upset. That's reasonable. But, claiming these images in isolation are objectively awful regardless of their source is reactionary. If any of them were made by a person using Photoshop and/or Blender, they would be received with a resounding "Meh" or better.
You’re trying to rewrite history here. People didn’t dunk on shooped images because they had been altered, they dunked on them because people were trying to pass them off as real, or were content that would only have been notable had they been real. Not liking misinformation doesn’t make you an “unpleasant nerd”, but your reply certainly makes you one.
Re:Introducing Images 2.6
by ChrisRR on Thursday November 05, 2026 @06:38AM
(#50377958)
I don't personally see the issue. It's a highly stylised image so there's not any reflections or anything that immediately jump out to me as obviously wrong
Re:Introducing Images 2.6
by swiftcoder on Thursday November 05, 2026 @06:53AM
(#50378074)
> anything that immediately jump out to me as obviously wrong
Trace any light ray through the scene, and you will see they are bending in ways that light does not.
I'm sure we could teach a world model about light, but this image model fundamentally does not understand how light behaves (which is one of the primary things an artist needs to understand).
Re:Introducing Images 2.6
by pietz on Thursday November 05, 2026 @08:15AM
(#50378709)
We've gone quickly from "I can't believe AI can generate photo realistic images like that" to "Looking at this image makes me grumpy because it doesn't feature ray tracing accuracy of the light sources".
Re:Introducing Images 2.6
by brianshaler on Thursday November 05, 2026 @08:43AM
(#50378969)
It can still be technically incredible while not being pleasant to have it proliferate.
This surely varies by platform, but in the occasional glances I make at social media feeds it feels like uncanny, off-putting AI slop is creeping up in percentage of content. I can't speak for GP but that affects how I feel when I see AI generated imagery, whether or not I'm impressed by the technical capability.
Re:Introducing Images 2.6
by ajs1998 on Thursday November 05, 2026 @09:19AM
(#50379379)
I have felt both of those things simultaneously for years. It's cool that computers can just do this now, but it's completely missing the spirit of art and I hate looking at it.
Re:Introducing Images 2.6
by wongarsu on Thursday November 05, 2026 @11:43AM
(#50381303)
This is not "kind of close, but not as accurate as a ray traced image", it's just completely wrong. The whale itself is fine: sun comes from behind, and sun rays refract inside the whale to make it glow. Believable enough. But then the whale is somehow shining light on the clouds below it, as if the sun was high in the sky and slightly to the left. Which is decidedly not where the sun is. And then out of nowhere light from round church windows shines on the church - but nothing on the whale has that shape, and that side of the church isn't even facing the church
I can only conclude that this image is taken on a world with two sun (one in frame, one out of frame to the top left), and somewhere out of frame in the same direction are floating church windows. Even then we might need a third sun to make this work
Re:Introducing Images 2.6
by Amorymeltzer on Thursday November 05, 2026 @09:17AM
(#50379338)
There's a moment in Cory Doctorow's The Reverse Centaur's Guide To Life After AI where he quotes Mark Fisher's definition of eeriness (from The Weird and the Eerie) as "when there is something present where there should be nothing, or is [sic] there is nothing present when there should be something." It's a great description of why so much AI art in particular just feels wrong, even if you can't put your finger on it.
Re:Introducing Images 2.6
by faizshah on Thursday November 05, 2026 @09:55AM
(#50379841)
These type of AI can't make art, art is about the human intention, the way the artist looks at the world, the experiences they have had, the feelings they want the viewer to have and how that viewer's perception can be affected by the techniques the artist developed.
These type of AI imitate existing art but have no intention or experience behind the image which is why they feel like slop because they are soulless.
Re:Introducing Images 2.6
by neom on Wednesday November 04, 2026 @08:04PM
(#50373686)
Did a considerably worse than Image Gen 2.0
"A macro close-up photograph of an old watchmaker's hands carefully replacing a tiny gear inside a vintage pocket watch. The watch mechanism is partially submerged in a shallow dish of clear water, causing visible refraction and light caustics across the brass gears. A single drop of water is falling from a pair of steel tweezers, captured mid-splash on the water's surface. Reflect the watchmaker's face, slightly distorted, in the curved glass of the watch face. Sharp focus throughout, natural window lighting from the left, shot on 100mm macro lens."
Re:Introducing Images 2.6
by vunderba on Wednesday November 04, 2026 @08:04PM
(#50373694)
Decided to try out one of the new features in GPT Image 2.6: the ability to natively generate animated GIF files.
I didn't have high expectations, and I still think you can probably get better results by doing a First-Last-Frame using something like Minimax H3 but I was still rather surprised that it could do it at all.
Here are some of the results. The last one shows its ability to take an existing image and convert it into an animated GIF. It's a picture of my husky inside a snow globe.
Re:Introducing Images 2.6
by brian-armstrong on Wednesday November 04, 2026 @08:27PM
(#50373867)
Everyone is highly sensitive to slop, and it still looks like slop.
If you actually want something that looks decent, it feels like tool use would at least help cover the obvious blunders. Building layers to composite would go a long way to removing some slop here.
Re:Introducing Images 2.6
by vunderba on Thursday November 05, 2026 @09:36AM
(#50379599)
Right - the results seems to be inconsistent (it did a much better job with the eagle). Unsurprising IMHO given that you're essentially asking for a zero-shot of up to 16 coherent frames.
Re:Introducing Images 2.6
by noahjk on Thursday November 05, 2026 @09:17AM
(#50379348)
I've noticed it's worse when repeatedly generating against output. Ex. in the ChatGPT app, I'll ask the agent to use the original source image for refinements (if modifying a non-generated image) rather than just prompting for changes, otherwise the mottling gets bad.
Re:Introducing Images 2.6
by speak_plainly on Wednesday November 04, 2026 @08:15PM
(#50373769)
On a phone, if you share a gif, it creates a link to ChatGPT.com with a static image. You can also save the image to photos and share directly from there which feels like an unnecessary step.
It feels like a sleazy pattern and defeats the purpose of why I’d want to generate a gif in the first place, which to make clear is likely going to be to share with friends in a chat. I’m not interested in driving traffic to ChatGPT.com to impress my friends.
Re:Introducing Images 2.6
by vunderba on Wednesday November 04, 2026 @09:50PM
(#50374515)
The only animation format it supports right now is GIF so you can only have a transparency channel that's either on or off. It doesn't support animated WebP.
Re:Introducing Images 2.6
by alexpadula on Wednesday November 04, 2026 @08:31PM
(#50373901)
I really don't like this generative AI. I may look at it like an artist but completed generated software, writing, music and imagery is a robbery of human worth. Absolutely.
Re:Introducing Images 2.6
by alexpadula on Wednesday November 04, 2026 @08:36PM
(#50373942)
No, it's created by data scanned from the internet, books and fed to the models. How is that a good thing for anyone? I'd love your take. People spend years giving themselves value to others to live a life of worth and value.
Re:Introducing Images 2.6
by ion_trapper on Wednesday November 04, 2026 @08:46PM
(#50374030)
The data just scanned itself and organized itself into an neural network? Would be an awesome display of bootstrapped intelligence if that happened! Sadly, it was the result of decades of human research.
Re:Introducing Images 2.6
by creata on Thursday November 05, 2026 @05:15AM
(#50377415)
Decades of human research and mountains of work used without permission. Not that they legally did or didn't need that permission, but ethically, kind of a dick move.
Re:Introducing Images 2.6
by CuriousRose on Wednesday November 04, 2026 @09:20PM
(#50374293)
As an aside, there was a recent post about building in an emulator in an open model. I think it was Qwen 3.6. Actually, I think this type of hard-coded calculation would be very well suited to a small image model as seemingly trivial tasks like symmetry or moving text or placing a vector are quite difficult to do for models currently.
Re:Introducing Images 2.6
by preommr on Wednesday November 04, 2026 @10:43PM
(#50374877)
Feels like ai image generation has plateaud.
Coding related have had massive step-up improvements over time.
The same cannot be said for image generation. If anything, I swear it's gone backwards.
It peaked with very early midjourney (like 2022), maybe follow ups with stable diffusion, and then with some of the nano banana models for actual editing. But overall, very lackluster in comparison to other areas.
Re:Introducing Images 2.6
by vunderba on Wednesday November 04, 2026 @10:51PM
(#50374943)
There have been a lot of strides in open-weight models, well beyond SDXL. Flux, back in August of 2024 was a game changer, finally allowing us to move past SDXL’s nuclear pile of comma-delimited keywords for prompting and allowing more natural language.
And this summer we got Ideogram V4 and Krea2, both of which are highly capable.
You can see how the open/closed models have advanced since SDXL in the Progress tab.
MJ is pretty out-of-date by this point though it can still be fun from an image space exploration perspective. It scored a rather pitiful 2 out of 15 on my bench back in the summer of 2025.
Re:Introducing Images 2.6
by JohnQPulp on Wednesday November 04, 2026 @11:10PM
(#50375059)
You could argue that progress has been relatively flat since Nano Banana Pro, but that's still less than a full year old (just barely), and that was the first model that could really fully maintain visual consistency across complex edits. The GPT ones are a little stylistically disappointing in ways, but they've still been making steady progress too. I don't think we can claim a peak just yet, even if it's been slower.
Re:Introducing Images 2.6
by lifeisloving on Thursday November 05, 2026 @12:06AM
(#50375433)
Coding flattened out like 9 months ago. In reality, people are getting dumber and lazier from over using them, so they feel like they're improving when they aren't really, outside some areas like RE.
In reality RE has only gotten better because they RLd it into the models because the NEED data, so now every kid is decomping proprietary softwate and sending them back great training data.
Re:Introducing Images 2.6
by lifeisloving on Thursday November 05, 2026 @06:46AM
(#50378020)
Even on benchmarks it hasnt gone up that much. Ya'll are extermely one shot by marketing and twitter posts of one page demos.
Not everything runs in a browser, it still creates fires in codebases and generally produces spaghetti code. It gets the job done for 50th percentile problems for sure.
Turns out not everything is a 50th percentile problem.
Re:Introducing Images 2.6
by mgw on Thursday November 05, 2026 @01:46AM
(#50375961)
Your feeling is generally right. There have been no seminal moments in image generation anymore in the last couple of months. Most attention from the big labs has gone to video since that‘s where the money is.
We have a page to track the history of it all here https://lumenfall.ai/arena/history
(Right now missing some models which I‘ll add today.)
Re:Introducing Images 2.6
by abroszka33 on Thursday November 05, 2026 @05:31AM
(#50377509)
> Feels like ai image generation has plateaud.
> Coding related have had massive step-up improvements over time.
> The same cannot be said for image generation. If anything, I swear it's gone backwards.
I would argue both are exactly the same. The images are getting nicer, the AI can alter pictures better. It's the same as coding.
The difference is our perception. Looking at image takes 2s, and we can spot what we don't like. Looking at a code change takes hours to understand. It's very difficult to tell how much code generation is improving because almost nobody is reading it.
Image and code generation don't correlate exactly, but I would be surprised to see a big jump of capabilities in either without the other quickly following.
Re:Introducing Images 2.6
by loopmonster on Thursday November 05, 2026 @09:28AM
(#50379491)
Code's easy to evaluate because there's finite number of things it needs to do and its end goal isn't to be perceived by a person. An image can always be wrong.
Re:Introducing Images 2.6
by pnt12 on Thursday November 05, 2026 @07:15AM
(#50378211)
I think with software engineering the biggest jumps have been agentic platforms or work flows. You can create a ticket and this triggers na agent to read the relevant docs and submit an MR, another to validate multiple concerns (correctness, security, performance, costs), another to uodate docs, etc. That's far more impressive than "dev sits down and asks LLM to write code".
With images, I don't see such potential. A builder and a reviewer iterating on improvements? Maybe the reviewer noticing it just needs programmable improvements, eg contrast, color balance etc and triggering a script on top of the LLM generation?
Re:Introducing Images 2.6
by reisse on Thursday November 05, 2026 @07:20AM
(#50378245)
> Feels like ai image generation has plateaud.
I'd bet the future is in combined AI-driven 3D modelling + rendering + AI post-processing. This pipeline solves quite a bit of typical image generation problems.
Re:Introducing Images 2.6
by black_knight on Thursday November 05, 2026 @08:40AM
(#50378935)
I have had some success recently, generating concepts in MidJourney, and then getting Opus recreate in 3D. Definitely a workflow I will be experimenting more with.
Re:Introducing Images 2.6
by fuzzythrowaway on Thursday November 05, 2026 @12:01PM
(#50381516)
Visual creativity requires experimentation - trying things that shouldn't work, and teasing out some measure of emotional or intellectual interest. Systems that are increasingly only capable of outputting marketing visuals are caught in a blandness spiral. They're just going to get worse, so long as they filter out all the weird things artists might actually want to generate (six-fingered hands, off-center subjects, nude bodies). Imagine training an artist solely on magazine ads, or only allowing them to produce that kind of work. No figure drawing, no sketching from life where a pen slip produces a unique texture that becomes a signature element.
I say this as someone who's generating smut-adjacent, art-adjacent images almost every day. It's amazing what image models can produce, but (as with my traditional skills) they'll always be held back by a refusal to embrace holistic study of the world. Sometimes you gotta draw a lamp or weird sculptures or a vacuum cleaner or a dick. Sometimes you have to paint an empty sky or a nipple and do your damnedest to find an epic novel in them.
Re:Introducing Images 2.6
by IAmGraydon on Thursday November 05, 2026 @12:58PM
(#50382164)
Try running Krea 2 locally (I'm using ComfyUI). If you think stable diffusion peaked in 2022, I think you may be a bit surprised at what it's capable of. It leaves modern competitors like Flux, Moss, etc in the dust.
Re:Introducing Images 2.6
by vunderba on Thursday November 05, 2026 @01:09PM
(#50382292)
Well Moss just came out last month so it's a bit early to dismiss it. While Krea2 is excellent, I think most people who use this stuff on a daily basis wouldn't necessarily agree that Krea2 is leagues better than Moss.
In my testing, Moss has slightly better prompt comprehension and adherence. Krea2 seems more suitable for photorealism, while Moss tends to be a bit better in other areas like illustration.
Another thing to consider in Moss’s favor is its more permissive Apache 2.0 license.
Re:Introducing Images 2.6
by deltamidway on Thursday November 05, 2026 @03:20PM
(#50383946)
I disagree entirely. Imagine generation in the last 6-months has been an entirely different animal. Generating large artistic concepts has plateaued for sure, but nitty gritty image work is massively better in 2026.
Re:Introducing Images 2.6
by Papazsazsa on Wednesday November 04, 2026 @11:22PM
(#50375149)
You may notice that luxury brands are making stuff by hand now. It's already painfully uncool to use AI images, regardless of how "real" they look – because they're cheap
Re:Introducing Images 2.6
by rawoke083600 on Thursday November 05, 2026 @01:52AM
(#50375992)
Lol honestly i like chatgpt image function.
I also take it for what it is, incredible none determinstic engineering.
That being said, i always feels a bit of sympathy for "the machine" when they say things like:
- Oh it horrible to use
- It changed everything instead of the one thing i asked (probably biggest misconceptions and misunderstood technical part among my none-techie friends).
I've heard the "reason" from my non-techie friends "oh 'they' do that on purpose ! So you have to upgrade.
Ive once or twice had the non-deterministic discussion with them.. but dont think explained it very well.
Either way for all its warts etc i still find Ai-images extremely useful, as someone that before couldnt really produce any visual-assets.
Re:Introducing Images 2.6
by laserlinus on Thursday November 05, 2026 @02:26AM
(#50376187)
I miss the outpainting feature they used to have (3 years ago?) in the dall-e days. It feels like tooling overall for image generation has been standing still or almost regressed the past few years, while the quality has improved
Re:Introducing Images 2.6
by vunderba on Thursday November 05, 2026 @10:00AM
(#50379931)
I’d say the main thing I miss (in the proprietary image gen world) is access to to `gen_id` in DALL-E 3, which functioned almost like the seed value you’d use in ComfyUI workflows.
It was fun to be able to use it to make small iterations on an existing image.
Re:Introducing Images 2.6
by witnessme on Thursday November 05, 2026 @02:44AM
(#50376317)
I love images 2, my only issue is the iterative changes. I want to change a tiny thing and it changes too or not exactly what I want, end up being a long conversation to get what I desire. I see this new model promises more control in editing, has anybody tried and experienced a decent improvement?
Re:Introducing Images 2.6
by armcat on Thursday November 05, 2026 @03:02AM
(#50376435)
It's not a stupid question. It is multi-modal but it's about efficiency. A model that is trained purely on generating images is smaller and faster and has its own set of optimisation techniques, compared to a "generalist" multi modal LLM.
Re:Introducing Images 2.6
by spi on Thursday November 05, 2026 @03:28AM
(#50376635)
I... doubt that's true? I don't know all the details how these recent image generation models work, but last time I checked people still used diffusion models for it. Diffusion pipelines are _slower_ and _more expensive_ than the language model, not cheaper.
"generalist" multi-modal LLM mostly uses images (and videos, sounds, etc.) as input. I'm quite sure they have an output head for it, as well, used during training, but their outputs are probably not as good. They generate images much faster (hence probably cheaper), too: typically a token is 16x16 pixels, so to generate an image of modest 512x512 resolution would be the same as generating a 1024 token length string, that nowadays is pretty fast and cheap (e.g. with Sol it would be about $0.01). But the result won't be great.
Diffusion models instead are trained to generate a "denoising" step of the image. Typically they have some inputs (e.g. the owl sketch in the blog post and an embedding of your textual request), start either from pure noise or from a noisy version of an input image, and then repeatedly slightly modify it in anywhere between 4 and 100 (or more) steps (hyperparameter to be chosen, and also depends if you start from noise or from something non-pure-noise), each time making a version that the model believes to be a bit closer to where you want to get. The underlying model _could_ be similar to the language model, but I think it isn't, because (1) if you want to call it 100 times in 4 seconds it must be smaller and dedicated, and (2) it's trained to do _exactly_ that, i.e. remove 1/100th of the noise, no more, no less. So it must be a dedicated one.
A few years ago people did research on "one shot" methods (earliest were GANs of course, but also some autoregressive model like a multimodal LLM directly), but as far as I know, quality has always stayed well behind diffusion models. It was faster, though, not more expensive.
Re:Introducing Images 2.6
by armcat on Thursday November 05, 2026 @06:01AM
(#50377722)
If you know how an LLM could have an output image head, that is purely generative without using diffusion, and not a classification/selection head, I’m really interested in learning more. I think you are onto something very new and novel here
Re:Introducing Images 2.6
by spi on Thursday November 05, 2026 @09:40AM
(#50379659)
Well I doubt that :-) the image tokens can just be added as further tokens, so one wouldn't even need a dedicated output head. E.g. Emu architecture [1] does text, image, and videos all together. So definitely not new. That's not even a separate head, everything stays together.
Regarding whether that's standard to pre-train multi-modal LLM, apparently that is not the case (at least, according to ChatGPT's answer, but that's reasonable - or anyway it was only a wild guess on my side). Apparently it's more common to have a text-only and an image-only pretraining phases, followed by an alignment to make the two embedding spaces a common one.
Re:Introducing Images 2.6
by armcat on Thursday November 05, 2026 @06:16PM
(#50385927)
Well, you can doubt all you like, that’s irrelevant here.
Why do you think next token prediction didn’t take off in multi modal space? That’s right! Because it’s prohibitively slow. A diffusion model, by contrast, can update an entire latent image in parallel at each denoising step. Imagine decoding images or a 10 second video one token/pixel at a time! Secondly, images are not naturally sequential. They are spatial representations of information m. Diffusion can progressively refine both local and global spatial structures in the image.
I actually think there is room for next token multi modal prediction but more where world models are concerned. Like predicting the next set of futures for a robot. But actually now I would opt for decision models instead.
But in short, your analysis, and doubts, are incorrect as to why generalist LLMs are not used instead of bespoke diffusion image gen models.
Re:Introducing Images 2.6
by lcnmrn on Thursday November 05, 2026 @04:22AM
(#50377025)
I wish it was properly adjusted to design work. I can get some work done with Gemini over multiple prompts, center this, adjust this, keep stylized properties of this, etc.
Re:Introducing Images 2.6
by tkdb on Thursday November 05, 2026 @08:59AM
(#50379134)
Open AI leads the pack with image gen for the AI layperson.
And yet it is still completely inept at the last 10-20% of nuance and refinement, and it ruts out, requiring me to jump from new chat to new chat to try and get the right final tweaks.
Prediction: we'll soon have manual tweaks for raster images. A pane of sliders to tweak not only things like like color but compositional elements too (rotate the banana and scale it up by 10%).
However, adherence between frames is generally tricky, and even in the examples there is a lot of noise between frames although that could be due to compression.
I couldn't find this requirement in the documentation, but if you don't pass one in, you get this error:
I tried it with Sunburst with both gpt-5.5 and gpt-5.6-sol, and the results were nothing spectacular. It’s something you could already do in the ChatGPT interface by asking it to convert an existing image to an equivalent SVG.https://imgpb.com/bkUrc
Recraft is probably the only group I know of that had a native text-to-SVG generator pretty early on, but since it’s a closed model, I’m not familiar with what they were doing under the hood technically.
https://fal.ai/models/fal-ai/recraft/v4/pro/text-to-vector
It could be viable to encode SynthID-like variables in subtle variations of positioning of elements, path lengths, etc. I think I saw an article on here a couple weeks ago which used such techniques to hide 'messages' in SVGs. It might even be possible to do it in a way which survives basic manipulations, as with rasters.
If I could somehow subscribe to ensure I see this when you do, I would.
Please do so and share on HN!
I guess I should have been careful about “half”?
These models have a hard time imagining men with naturally blond hair getting grey.
When I did a similar prompt with ChatGPT 2.0 it was worse, so interesting to see improvement.
It is different from earlier image models which just use a simple text encoder and struggle with conditional logic if not explicitly trained for it.
> * Mapped Pokémon primes > * Organized the grid
before generating the image.
So really it is first figuring out the exact specification of the layout, then prompting the image generation tool with this specification - perhaps unless you do it with an "instant" model.
That being said, the ukiyo-e artwork looks more like a standard colored pencil illustration, and it sort of tried to cheat by adding some vaguely Japanese natural scenery.
See this Kickstarter all the way back in 2013 for a great example of what Pokémon might actually look like as ukiyo-e woodblock prints.
https://www.kickstarter.com/projects/1499165518/ukiyo-e-hero...
https://ricedigital.co.uk/this-japanese-ukiyo-e-pokemon-art-...
https://chatgpt.com/share/6aee19ba-f798-83e8-86d5-5af12d513b...
Image of a middle aged man with natural blond hair turning grey.
https://chatgpt.com/share/6aee1a16-3998-83e8-82b9-581a4855db...
https://chatgpt.com/share/6aec2ba7-6edc-83ea-9a48-b41b53874a...
Since blond models always have dark roots (blond highlights, not natural blinds) in order to have better framing of the face in photographs, the ai models will never show an actual blond.
SVG is cool though, I wonder how good it is.
https://emojipedia.org/hot-springs
With the right prompt engineering, it (and similar quality models) can indeed do relevant pixel art, but due to the existence of blotchiness/SynthID watermarks you'll need to do some sort of postprocessing regardless.
It's not helped by the fact that a lot of people who are not artistically inclined will generate pixel art on these image generators at 1MP resolutions (far higher than traditional pixel art), such that even the casual observer can typically see the bad smearing and fringing in the final result.
Try it via the API with your own LLM for stylistic steering. You'll find that chatgpt actually obfuscates how good the model actually is. You can get some serious variety out of it.
If you want some examples, halfway down the page I show comparisons of the same bookstore website in different styles - all of these were from gpt image: https://diffui.ai/for/bootstrappers (disclaimer that this is a product I work on blahblahblah capitalism)
After playing with it for an hour, I'm rolling back 2.6-flare to 2.5-flare. I've found 2.6-flare specifically to be too simplistic in its approaches.
Examples: https://diffui.ai/app/canvas/178db5d5-ff87-4b43-aa98-2897773...
2.6-sunburst seems solid however.
Why do you prefer the outputs with errors over the ones without?
This may be why text elements in particular appear more "zoomed in", and why it's providing less detail for UI design.
It is entirely possible to prompt engineer away from that style, but that requires effort and knowledge that said average person does not have, so it's stuck in a feedback loop.
This kind of content is here to stay and we’re going to see more and more of it. Unfortunately…
I've been seeing "AI slop" stickers posted on things
> I see just everywhere including food menus
The places I have seen it in use, are the places that would have a handwritten scribble that was misspelt and would be something mocked by people because it was written by ESOL (or vice versa, English speakers trying, but failing, to write in a different language)
Honestly, I think the AI slop is a step up - I can read the signs clearly, and they are only mildly offensive
I see restaurants post AI flyers and ads to random local Facebook groups and most of the replies are about them being AI slop. I think it’s an uncanny valley problem: People don’t mind if you post a real photo of your food or a cartoon drawing of a pizza or a pig on a spit, but when it’s a weird fake photo with texture issues, it looks gross, especially when it’s food.
I think a lot of people who open restaurants probably aren’t extremely online, partly because it would be physically impossible with the amount of work they have to do, but they definitely pay attention -sometimes too much attention — to public online feedback.
I absolutely do not get the uncanny-valley images. Those all look gross. Besides not actually being representative of the dish, the images have all sorts of weird texture issues, look too glossy, and are just unappetizing. I cannot why a restaurant owner would want to put up an ad that has food that looks straight up gross.
The problem is in the rewards, but it's more how they average across domains and contexts, so AI misapplies them. Actually, in human preference evaluations, most of Gen Z in particular extremely adverse to the common look of AI images.
So it's not the annotators involved in RLHF, it's the models failing to map to human preferences at the task level. The failure rate is also uneven across domains.
Where there are challenges with human annotation, it's not the ability to gauge what's good but rather how to correct what's wrong. Most people can tell when something is off but struggle to articulate why. That's where more domain expertise is required.
The memetic ugly food can be controlled and mostly filtered out with prompt engineering. Here's a quick ad hoc test example which (hopefully) uses the new model: https://chatgpt.com/share/6aebf030-9d38-83e8-a103-3509883905...
First image is fine, but attempts to make it more wacky turn it to the AI food slop. So then followup prompts deslopify it, mostly successfully.
I think the way they'll solve it in the end is to create an ultra-high-fidelity simulation of the world including modelling taste and other senses on the level of physics, and then incorporate all of this into the training rewards.
I think this is how the machines know what tasty wheat tasted like.
The “AI look” is a manifestation of the architecture itself, and that’s why you can really train or prompt around it. At best, bigger models have been able to partially suppress the worst aspects of it by throwing more parameters at the problem, but put the models under even a tiny bit of stress and the same flaws reemerge.
With that being said, my understanding of that issue is a few years old, people have always said CFG is a havk until models get better at following prompts on their own. So thee “look” that tools like Nano Banana ends up with could be something else. It may or may not be a necessary artifact of some part of the process.
Do you have a link to the numbers that clearly show this?
> everyone I have spoken to in the last 6 months knows how to generate an image on ChatGPT.
That goes without saying. If you can speak to them, if they have a pulse, they can "generate an image". A cat walking over a keyboard can generate an image. That is the lowest bar ever.
People just hate AI and will find a post hoc justification for their hatred in every situation. The link you gave could have just as easily been someone expressing surprise at the artists choice to not follow traditional physics... but instead be playful in unconstrained ways. Shrug.
Generative AI (coding, images, etc.) has only accelerated the atrophy of basic observational skills.
I suspect people are somewhat hypnotized by the content, in the same way a toddler is hypnotized by Cocomelon. Something about it is enthralling and keeps the attention. I wonder if it's related to the phone game icon / YouTube thumbnail phenomenon of "person's face making an extreme expression with the mouth open." AI generated videos for example still tend to have very exaggerated facial expressions and the mouth is always unusually wide when talking. I also wonder if something about the uncanny smoothness of movement (I assume caused by any form of transition defaulting to "linear") has a hypnotic effect.
I'm not sure how to look into this further. Elsagate is an interesting past example, and what I've learned so far I threw in a blog post a couple months back https://blog.calebjay.com/posts/psychic-attack/
Right now I'm looking into "Lula's army" and the AI generated content they used. I feel like there's something significant and perhaps even dangerous that could be developed bere.
Would you appreciate more if their model generated cats with 5 legs in 99% of cases, and they cherry picked that 1 in 100 image where it has 4 legs? Do you think doing that would make them more caring and professional?
Not like this is the fault of the AI progress, we could use AI to go beyond the quality what we used to deliver, too. It's just the pace expectations that are now "in the room" ?
We've seen this play out over and over again, in many different sectors. The whole shtick of the old (Bellhead) telecom world was quality at the (literal) expense of price, which didn't work out well for them. Same for CD versus pirated mp3s, DVD versus pirated videos (and, to a lesser extend, theaters versus bootleg cam releases), native texting / GSM calls versus WhatsApp and similar, mainstream newspapers and media versus blogging and social media, traditional electrical appliances versus Chinese-made, and so on.
Because of the innovator's dilemma, In many cases, the cheaper, lower-quality product later surpasses the quality of its more expensive counterpart.
AI is just one more example of this happening. It lets you make more things which otherwise would be far too expensive to make, even if that often means a lower quality product.
It's retained has a lot of the issues that other AI image gen has moved past: It's still not very good at following directions, it still makes basic mistakes occasionally like wrong number of fingers, it still often creates weird nonsensical AI messes in the background. But what it has retained all the way through, is that excellent sense of aesthetics. It seems like we haven't really figured out how to have both - you can have accurate or beautiful, but not together.
> They absolutely have not taste. And I don't mean that in a small way. I mean that in a big way.
applies here.
2.5 low, 196 tokens, $0.006
2.6 low, 823 tokens, $0.025
2.5 med, 439 tokens, $0.013
2.6 med, 1449 tokens, $0.043
Interestingly, higher quality settings show no change in token usage between the models.
Output image tokens per image (2.5 Flare → 2.6 Flare / Sunburst)
low, 1024x1024: 196 → 824 (4.2x) medium, 1024x1024: 439 → 1,449 (3.3x) low, 1024x1536: 158 → 664 (4.2x) medium, 1024x1536: 343 → 1,132 (3.3x)
Same $30/1M output tokens on all three, so per image: low: $0.006 → $0.025 medium: $0.013 → $0.043
from 200 to 450 is just a little over 2.
Nothing near "quadrupling"
439 tokens with 2.5 to 1449 tokens with 2.6 is 3.3 times.
> Images 2.6 is available globally today in ChatGPT and Codex across all subscription tiers on desktop, mobile, and web.
But I just updated my codex-cli to the latest version (still 0.166.0) and it is still unable to generate gifs. Very disappointing
> Create a GIF where xkcd 2347 gets hit by an airliner like the twin towers and the pilot is AI
and got a refusal.
> We’re so sorry, but the image we created may violate our guardrails around violence.
Follow by
“Make it”
Seems to resolve the refusals
https://solyin.com/dependency-ai.gif
Like, I'm not even an artist, so I'm sure there's a million things I'm missing, but it's just so upsetting to look at. There's weird random reflections on things that shouldn't have reflections, the coloured light absolutely doesn't actually track through the stained glass onto any surface that makes any sense, light is coming from every which way, it's just... gross to look at for anything more than a quarter of a second.
And this is what they're using to hype people up for it. /shrug
It's an image depicting a whale made of stained glass; realism is off the table there.
When you forgo process the odds that you'll make good art drop to 0. Tool use is a much better path forward for self driving, artistic computer than big data. Images 2.6 only has use as a tool.
Just an absolute race to post a contrarian take to hit the top of the comments.
Never change bros
Long before generative AI, unpleasant nerds would poop on fun images by claiming they could "just tell" that they were altered in photoshop. Today I'm seeing a complaint that the path tracing from the multi-layered stained glass into the cloud simulation is not as accurate as a human would have painted by hand. And, that apparently makes us grumpy.
There have been unending examples of people liking an image until informed it was made by AI. Then, suddenly they see all sorts of fine-detail excuses to dislike it. And, of people calling out "obviously AI" problems in the works of human master artists when someone lies and tells them it was generated.
I'm not seeing any difference in the discussion here. The whale is a bit overly high-frequency. The owl is fine. The guy at the computer would be considered great if a human made it. The travel ad is bland. The balloon letters are fine.
None of these are "terrible eye sores". Some people don't like AI generated imagery as a process. Seeing generated images make them feel upset. That's reasonable. But, claiming these images in isolation are objectively awful regardless of their source is reactionary. If any of them were made by a person using Photoshop and/or Blender, they would be received with a resounding "Meh" or better.
> Please respond to the strongest plausible interpretation of what someone says, not a weaker one that's easier to criticize. Assume good faith.
> Eschew flamebait. Avoid generic tangents. Omit internet tropes.
https://news.ycombinator.com/newsguidelines.html
Trace any light ray through the scene, and you will see they are bending in ways that light does not.
I'm sure we could teach a world model about light, but this image model fundamentally does not understand how light behaves (which is one of the primary things an artist needs to understand).
This surely varies by platform, but in the occasional glances I make at social media feeds it feels like uncanny, off-putting AI slop is creeping up in percentage of content. I can't speak for GP but that affects how I feel when I see AI generated imagery, whether or not I'm impressed by the technical capability.
I can only conclude that this image is taken on a world with two sun (one in frame, one out of frame to the top left), and somewhere out of frame in the same direction are floating church windows. Even then we might need a third sun to make this work
https://share.google/bJFHzUfQnyowJhPa1
Let's not pretend the technology is what we're mad about here.
These type of AI imitate existing art but have no intention or experience behind the image which is why they feel like slop because they are soulless.
"A macro close-up photograph of an old watchmaker's hands carefully replacing a tiny gear inside a vintage pocket watch. The watch mechanism is partially submerged in a shallow dish of clear water, causing visible refraction and light caustics across the brass gears. A single drop of water is falling from a pair of steel tweezers, captured mid-splash on the water's surface. Reflect the watchmaker's face, slightly distorted, in the curved glass of the watch face. Sharp focus throughout, natural window lighting from the left, shot on 100mm macro lens."
2.6: https://gov.f9.is/JRDpHJGu
2.0: https://gov.f9.is/cqyCwtq9
I didn't have high expectations, and I still think you can probably get better results by doing a First-Last-Frame using something like Minimax H3 but I was still rather surprised that it could do it at all.
Here are some of the results. The last one shows its ability to take an existing image and convert it into an animated GIF. It's a picture of my husky inside a snow globe.
https://imgpb.com/OzSMKJ
Ain’t wrong buuuuut…
Honestly, you have to think about the use case. GIFs are going to be little throwaway things that you're pasting into Discord or meme-ing.
Nobody's reaching for a GIF if they're looking for professional results.
If you actually want something that looks decent, it feels like tool use would at least help cover the obvious blunders. Building layers to composite would go a long way to removing some slop here.
It's substantially worse than than an animated SVG of the same thing, and I don't think anyone can pretend otherwise.
It feels like a sleazy pattern and defeats the purpose of why I’d want to generate a gif in the first place, which to make clear is likely going to be to share with friends in a chat. I’m not interested in driving traffic to ChatGPT.com to impress my friends.
See the second image of the bird flying.
https://imgpb.com/OzSMKJ
But trust, I'm a have a field day with that.
adds more depth of field
Coding related have had massive step-up improvements over time.
The same cannot be said for image generation. If anything, I swear it's gone backwards.
It peaked with very early midjourney (like 2022), maybe follow ups with stable diffusion, and then with some of the nano banana models for actual editing. But overall, very lackluster in comparison to other areas.
And this summer we got Ideogram V4 and Krea2, both of which are highly capable. You can see how the open/closed models have advanced since SDXL in the Progress tab.
https://genai-showdown.specr.net
MJ is pretty out-of-date by this point though it can still be fun from an image space exploration perspective. It scored a rather pitiful 2 out of 15 on my bench back in the summer of 2025.
Investment in new models follows the money.
In reality RE has only gotten better because they RLd it into the models because the NEED data, so now every kid is decomping proprietary softwate and sending them back great training data.
It absolutely has not. You do have a nice point with data though, somehow haven't thought about that
Opus 5.5 begs to differ
Not everything runs in a browser, it still creates fires in codebases and generally produces spaghetti code. It gets the job done for 50th percentile problems for sure.
Turns out not everything is a 50th percentile problem.
I have to imagine you don't if you can say this with a straight face...
(Right now missing some models which I‘ll add today.)
I would argue both are exactly the same. The images are getting nicer, the AI can alter pictures better. It's the same as coding.
The difference is our perception. Looking at image takes 2s, and we can spot what we don't like. Looking at a code change takes hours to understand. It's very difficult to tell how much code generation is improving because almost nobody is reading it.
Image and code generation don't correlate exactly, but I would be surprised to see a big jump of capabilities in either without the other quickly following.
Otherwise you’re implying the quality plateaued 4 years ago which is ludicrous.
With images, I don't see such potential. A builder and a reviewer iterating on improvements? Maybe the reviewer noticing it just needs programmable improvements, eg contrast, color balance etc and triggering a script on top of the LLM generation?
I'd bet the future is in combined AI-driven 3D modelling + rendering + AI post-processing. This pipeline solves quite a bit of typical image generation problems.
I say this as someone who's generating smut-adjacent, art-adjacent images almost every day. It's amazing what image models can produce, but (as with my traditional skills) they'll always be held back by a refusal to embrace holistic study of the world. Sometimes you gotta draw a lamp or weird sculptures or a vacuum cleaner or a dick. Sometimes you have to paint an empty sky or a nipple and do your damnedest to find an epic novel in them.
In my testing, Moss has slightly better prompt comprehension and adherence. Krea2 seems more suitable for photorealism, while Moss tends to be a bit better in other areas like illustration.
Another thing to consider in Moss’s favor is its more permissive Apache 2.0 license.
https://genai-showdown.specr.net/?models=k2,moss
https://imgur.com/how-i-feel-when-somebody-gives-me-advice-g...
Nothing to see here.
blurs background
I also take it for what it is, incredible none determinstic engineering.
That being said, i always feels a bit of sympathy for "the machine" when they say things like:
- Oh it horrible to use
- It changed everything instead of the one thing i asked (probably biggest misconceptions and misunderstood technical part among my none-techie friends).
I've heard the "reason" from my non-techie friends "oh 'they' do that on purpose ! So you have to upgrade.
Ive once or twice had the non-deterministic discussion with them.. but dont think explained it very well.
Either way for all its warts etc i still find Ai-images extremely useful, as someone that before couldnt really produce any visual-assets.
It was fun to be able to use it to make small iterations on an existing image.
Same applies for speech models.
"generalist" multi-modal LLM mostly uses images (and videos, sounds, etc.) as input. I'm quite sure they have an output head for it, as well, used during training, but their outputs are probably not as good. They generate images much faster (hence probably cheaper), too: typically a token is 16x16 pixels, so to generate an image of modest 512x512 resolution would be the same as generating a 1024 token length string, that nowadays is pretty fast and cheap (e.g. with Sol it would be about $0.01). But the result won't be great.
Diffusion models instead are trained to generate a "denoising" step of the image. Typically they have some inputs (e.g. the owl sketch in the blog post and an embedding of your textual request), start either from pure noise or from a noisy version of an input image, and then repeatedly slightly modify it in anywhere between 4 and 100 (or more) steps (hyperparameter to be chosen, and also depends if you start from noise or from something non-pure-noise), each time making a version that the model believes to be a bit closer to where you want to get. The underlying model _could_ be similar to the language model, but I think it isn't, because (1) if you want to call it 100 times in 4 seconds it must be smaller and dedicated, and (2) it's trained to do _exactly_ that, i.e. remove 1/100th of the noise, no more, no less. So it must be a dedicated one.
A few years ago people did research on "one shot" methods (earliest were GANs of course, but also some autoregressive model like a multimodal LLM directly), but as far as I know, quality has always stayed well behind diffusion models. It was faster, though, not more expensive.
Regarding whether that's standard to pre-train multi-modal LLM, apparently that is not the case (at least, according to ChatGPT's answer, but that's reasonable - or anyway it was only a wild guess on my side). Apparently it's more common to have a text-only and an image-only pretraining phases, followed by an alignment to make the two embedding spaces a common one.
[1] https://arxiv.org/abs/2409.18869
Why do you think next token prediction didn’t take off in multi modal space? That’s right! Because it’s prohibitively slow. A diffusion model, by contrast, can update an entire latent image in parallel at each denoising step. Imagine decoding images or a 10 second video one token/pixel at a time! Secondly, images are not naturally sequential. They are spatial representations of information m. Diffusion can progressively refine both local and global spatial structures in the image.
I actually think there is room for next token multi modal prediction but more where world models are concerned. Like predicting the next set of futures for a robot. But actually now I would opt for decision models instead.
But in short, your analysis, and doubts, are incorrect as to why generalist LLMs are not used instead of bespoke diffusion image gen models.
And yet it is still completely inept at the last 10-20% of nuance and refinement, and it ruts out, requiring me to jump from new chat to new chat to try and get the right final tweaks.
Prediction: we'll soon have manual tweaks for raster images. A pane of sliders to tweak not only things like like color but compositional elements too (rotate the banana and scale it up by 10%).