rogilop
Originally, Inworld was mostly involved into gaming (read as Unreal & Unity) and therefore the choice. Yet (surprise, surprise) we want native x-platform and on-device (whose official support is coming soon).
Also, not a new thing, but C++ is more reliable than Python under really high concurrency, which was critical for us (a lot of people using same graphs in parallel kind of use case).
Show HN: Inworld Runtime – A C++ graph-based runtime for production AI apps
Hey HN, this is Igor, one of the engineers behind Inworld Runtime, which we're releasing today in public preview.We built it to solve the common problem we and our customers had: engineers spend more time on AI ops and plumbing than on actual feature development. This was often due to the challenge of using Python for I/O-bound, high-concurrency workloads and complexity maintaining pipelines...
Show HN: Inworld TTS – high-quality, affordable, and low-latency TTS
Hi HN, Igor here, one of the engineers behind this project.High-quality voice APIs are usually either expensive, slow, or both. Cheaper and faster solutions very often lack realism. We decided to build Inworld TTS to bridge this gap.We just released two multilingual models. Our small model, named TTS-1, is on par with SOTA models quality-wise given objective metrics WER/SIM/DNSMOS. A larger...