With the amount of new subnets being added it can be hard to get up to date information across all subnets, so data may be slightly out of date from time to time

Subnet 17

Gen 404

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ABOUT

What exactly does it do?

Bittensor Subnet 17 is empowering individuals to create worlds and games through simple descriptions, thereby democratizing 3D content creation, enabling anyone to develop virtual worlds, games, and AR/VR/XR experiences. This subnet utilizes a diverse array of existing Open Source 3D generative models, including Gaussian Splatting, Neural Radiance Fields, 3D Diffusion Models, and Point-Cloud approaches.

By integrating these models into decentralized incentive-based networks via Bittensor, the subnet aims to foster innovation. Its goal is to initiate a gaming revolution centered around AI-native games, utilizing the broader Bittensor ecosystem to enable real-time generation of assets, voice, and sound. This approach empowers creative individuals, even those without coding or game development experience, to simply describe their game ideas and see them materialize instantly.

The subnet focuses on generating high-quality 3D models for use in gaming, digital twins, virtual environments, and more. It uses advanced AI technologies, including Gaussian splats, to create realistic 3D objects and worlds in an efficient and cost-effective manner.

Bittensor Subnet 17 is empowering individuals to create worlds and games through simple descriptions, thereby democratizing 3D content creation, enabling anyone to develop virtual worlds, games, and AR/VR/XR experiences. This subnet utilizes a diverse array of existing Open Source 3D generative models, including Gaussian Splatting, Neural Radiance Fields, 3D Diffusion Models, and Point-Cloud approaches.

By integrating these models into decentralized incentive-based networks via Bittensor, the subnet aims to foster innovation. Its goal is to initiate a gaming revolution centered around AI-native games, utilizing the broader Bittensor ecosystem to enable real-time generation of assets, voice, and sound. This approach empowers creative individuals, even those without coding or game development experience, to simply describe their game ideas and see them materialize instantly.

The subnet focuses on generating high-quality 3D models for use in gaming, digital twins, virtual environments, and more. It uses advanced AI technologies, including Gaussian splats, to create realistic 3D objects and worlds in an efficient and cost-effective manner.

PURPOSE

What exactly is the 'product/build'?

Three Gen is specifically built to address the challenges faced by industries such as gaming, film, VFX, and digital twins when creating 3D content. This subnet uses a novel AI-driven approach, combining neural networks and Gaussian splats, a more efficient alternative to traditional 3D rendering techniques like meshes and neural radiance fields (nerfs).

  • Gaussian splats provide a lightweight and scalable method for representing 3D objects, ideal for high-fidelity reconstructions without the heavy computational load typical of traditional methods.
  • The system allows users to generate complex 3D models, from simple objects to entire virtual environments, quickly and efficiently.
  • The technology is designed for integration into major 3D content creation pipelines, like Unreal Engine and Unity, to help indie developers and large studios alike.

The subnet aims to democratize content creation by providing high-quality, AI-generated 3D assets at a fraction of the cost and time it would traditionally take, making it accessible to both large AAA studios and indie game developers.

 

Early Development & Foundation:

  • The company began with research funding and aimed to revolutionize 3D content creation for the gaming industry, primarily targeting larger AAA game developers. They were working on improving the efficiency of 3D world-building through the use of technologies like image processing and computer vision.
  • The main shift happened when they discovered Bit Tensor and realized it offered a powerful platform for democratizing content creation, especially for indie game developers and smaller studios. This led to the creation of the subnet, which would be built on the Bit Tensor framework, enabling fast, efficient 3D content generation through AI.

 

Transition to Bit Tensor & Incentive Design:

  • The subnet was built with a focus on 3D AI, leveraging the growing use cases in industries such as gaming, digital twins, and metaverses.
  • The primary innovation of the subnet lies in its incentive design, encouraging miners to create the best AI models for 3D representation. This incentive structure, unique to Bit Tensor, allows miners to contribute to the growing ecosystem by developing high-quality, scalable 3D models.
  • Iterative Development: After about a year of being live on mainnet, the subnet has gone through many iterations based on user feedback and usage. The network continuously learns and improves, adapting to changes in the AI and 3D space.

 

Core Technology and Use Cases:

  • The subnet specializes in creating 3D models using Gaussian splats—a new, more efficient form of 3D representation that provides the high-fidelity and detail required for games, metaverses, and virtual environments, but without the computational expense of traditional meshes.
  • One of the driving ideas was to build an intelligent subnet that works within the fragmented 3D AI landscape. While other methods like meshes and nerfs are currently in use, there’s no dominant solution, which allows miners to experiment with different approaches and contribute to a rapidly evolving space.
  • In terms of application, the subnet is particularly well-suited for use cases in gaming, VFX, digital twins, and even architecture. For example, it can significantly reduce the time and cost associated with creating detailed 3D objects in virtual worlds.

 

Third-Party Integration and Open-Source Data:

  • The subnet supports third-party developers and artists by making the generated 3D models available through APIs, and integrating them into popular 3D platforms like Unreal Engine and Unity. This allows for easy adoption by both indie game developers and larger studios.
  • One of the key achievements was the creation of an open-source dataset that is now the largest in its field, surpassing all other 3D model datasets combined. This provides valuable resources for AI research and development in 3D space.
  • The team has also contributed plugins for Unity and Unreal Engine, enabling users to integrate Gaussian splats directly into their existing pipelines.

 

Refining the Technology & Expanding the Reach:

  • The subnet’s validation mechanism has been evolving to handle the complexity of determining model quality. The current system uses ELO rankings to assess model quality through head-to-head battles, ensuring that miners are rewarded for producing the highest-quality models.
  • The next iteration of the validation system will balance fast validation (quick but less computationally expensive) with slow validation (more computationally intensive but more accurate).
  • The subnet’s goal also includes expanding user-based features, like the ability to input 2D images to generate 3D models. This feature is being tested on the subnet’s testnet and will allow developers to generate 3D models from photographs, further streamlining the process.

 

Widening Applications and Industry Adoption:

  • The subnet is starting to see traction in other industries beyond gaming. There are active projects in architecture, film VFX, and metaverses, proving that the technology has far-reaching potential.
  • Projects from the subnet have been displayed at prestigious events, such as the Venice Architecture Biennale and the Osaka World Expo, showcasing how the technology is being used for cutting-edge, AI-generated 3D art and virtual worlds.
  • Unity verification: The subnet became a verified solution for Unity, which is a significant accomplishment as Unity is one of the most popular platforms in the gaming industry. This verification indicates that the subnet’s technology has passed extensive tech due diligence and meets industry standards.

 

Future Outlook and Community Engagement:

  • The subnet aims to continue improving its tools and features, with an emphasis on user feedback. With the ongoing development of AI technologies and new applications in gaming, architecture, and digital twins, the team is committed to keeping up with the evolving landscape.
  • The community plays a crucial role in shaping the future of the subnet, with users constantly testing new features, submitting feedback, and integrating the technology into their projects.
  • The long-term goal is to make the subnet’s AI-driven 3D generation tools accessible to a wider audience, not just in Web 3.0 but across mainstream industries like gaming, architecture, VFX, and more.

 

Three Gen is specifically built to address the challenges faced by industries such as gaming, film, VFX, and digital twins when creating 3D content. This subnet uses a novel AI-driven approach, combining neural networks and Gaussian splats, a more efficient alternative to traditional 3D rendering techniques like meshes and neural radiance fields (nerfs).

  • Gaussian splats provide a lightweight and scalable method for representing 3D objects, ideal for high-fidelity reconstructions without the heavy computational load typical of traditional methods.
  • The system allows users to generate complex 3D models, from simple objects to entire virtual environments, quickly and efficiently.
  • The technology is designed for integration into major 3D content creation pipelines, like Unreal Engine and Unity, to help indie developers and large studios alike.

The subnet aims to democratize content creation by providing high-quality, AI-generated 3D assets at a fraction of the cost and time it would traditionally take, making it accessible to both large AAA studios and indie game developers.

 

Early Development & Foundation:

  • The company began with research funding and aimed to revolutionize 3D content creation for the gaming industry, primarily targeting larger AAA game developers. They were working on improving the efficiency of 3D world-building through the use of technologies like image processing and computer vision.
  • The main shift happened when they discovered Bit Tensor and realized it offered a powerful platform for democratizing content creation, especially for indie game developers and smaller studios. This led to the creation of the subnet, which would be built on the Bit Tensor framework, enabling fast, efficient 3D content generation through AI.

 

Transition to Bit Tensor & Incentive Design:

  • The subnet was built with a focus on 3D AI, leveraging the growing use cases in industries such as gaming, digital twins, and metaverses.
  • The primary innovation of the subnet lies in its incentive design, encouraging miners to create the best AI models for 3D representation. This incentive structure, unique to Bit Tensor, allows miners to contribute to the growing ecosystem by developing high-quality, scalable 3D models.
  • Iterative Development: After about a year of being live on mainnet, the subnet has gone through many iterations based on user feedback and usage. The network continuously learns and improves, adapting to changes in the AI and 3D space.

 

Core Technology and Use Cases:

  • The subnet specializes in creating 3D models using Gaussian splats—a new, more efficient form of 3D representation that provides the high-fidelity and detail required for games, metaverses, and virtual environments, but without the computational expense of traditional meshes.
  • One of the driving ideas was to build an intelligent subnet that works within the fragmented 3D AI landscape. While other methods like meshes and nerfs are currently in use, there’s no dominant solution, which allows miners to experiment with different approaches and contribute to a rapidly evolving space.
  • In terms of application, the subnet is particularly well-suited for use cases in gaming, VFX, digital twins, and even architecture. For example, it can significantly reduce the time and cost associated with creating detailed 3D objects in virtual worlds.

 

Third-Party Integration and Open-Source Data:

  • The subnet supports third-party developers and artists by making the generated 3D models available through APIs, and integrating them into popular 3D platforms like Unreal Engine and Unity. This allows for easy adoption by both indie game developers and larger studios.
  • One of the key achievements was the creation of an open-source dataset that is now the largest in its field, surpassing all other 3D model datasets combined. This provides valuable resources for AI research and development in 3D space.
  • The team has also contributed plugins for Unity and Unreal Engine, enabling users to integrate Gaussian splats directly into their existing pipelines.

 

Refining the Technology & Expanding the Reach:

  • The subnet’s validation mechanism has been evolving to handle the complexity of determining model quality. The current system uses ELO rankings to assess model quality through head-to-head battles, ensuring that miners are rewarded for producing the highest-quality models.
  • The next iteration of the validation system will balance fast validation (quick but less computationally expensive) with slow validation (more computationally intensive but more accurate).
  • The subnet’s goal also includes expanding user-based features, like the ability to input 2D images to generate 3D models. This feature is being tested on the subnet’s testnet and will allow developers to generate 3D models from photographs, further streamlining the process.

 

Widening Applications and Industry Adoption:

  • The subnet is starting to see traction in other industries beyond gaming. There are active projects in architecture, film VFX, and metaverses, proving that the technology has far-reaching potential.
  • Projects from the subnet have been displayed at prestigious events, such as the Venice Architecture Biennale and the Osaka World Expo, showcasing how the technology is being used for cutting-edge, AI-generated 3D art and virtual worlds.
  • Unity verification: The subnet became a verified solution for Unity, which is a significant accomplishment as Unity is one of the most popular platforms in the gaming industry. This verification indicates that the subnet’s technology has passed extensive tech due diligence and meets industry standards.

 

Future Outlook and Community Engagement:

  • The subnet aims to continue improving its tools and features, with an emphasis on user feedback. With the ongoing development of AI technologies and new applications in gaming, architecture, and digital twins, the team is committed to keeping up with the evolving landscape.
  • The community plays a crucial role in shaping the future of the subnet, with users constantly testing new features, submitting feedback, and integrating the technology into their projects.
  • The long-term goal is to make the subnet’s AI-driven 3D generation tools accessible to a wider audience, not just in Web 3.0 but across mainstream industries like gaming, architecture, VFX, and more.

 

WHO

Team Info

Founder/CEO: Ben James is the founder who started the company that later became Subnet 17. His background in research and collaboration with the gaming and VFX industries plays a significant role in building the subnet.

Tech Lead: Max, who oversees the technical direction of the subnet. He plays a key role in shaping the technology that powers the subnet and its integration with the Bittensor network.

Marketing & Business Development Lead: Monica, responsible for the marketing and business development aspects, ensuring the technology reaches the right audience.

Team Size: Around 10 people. The team primarily comes from research, with experience in 3D technology, gaming, VFX, and virtual worlds.

Background: The team has deep expertise in both Web 2.0 and 3D content creation, specifically in areas like VFX, gaming, and metaverses. They have a history of working with large developers and studios, especially in Europe, and have leveraged EU research funding to develop their technology. Their experience spans building virtual worlds using image processing and computer vision in the gaming sector.

Founder/CEO: Ben James is the founder who started the company that later became Subnet 17. His background in research and collaboration with the gaming and VFX industries plays a significant role in building the subnet.

Tech Lead: Max, who oversees the technical direction of the subnet. He plays a key role in shaping the technology that powers the subnet and its integration with the Bittensor network.

Marketing & Business Development Lead: Monica, responsible for the marketing and business development aspects, ensuring the technology reaches the right audience.

Team Size: Around 10 people. The team primarily comes from research, with experience in 3D technology, gaming, VFX, and virtual worlds.

Background: The team has deep expertise in both Web 2.0 and 3D content creation, specifically in areas like VFX, gaming, and metaverses. They have a history of working with large developers and studios, especially in Europe, and have leveraged EU research funding to develop their technology. Their experience spans building virtual worlds using image processing and computer vision in the gaming sector.

FUTURE

Roadmap

 

Launched tools: The Unity plugin (v0.4.0) and Blender add-on (v0.9.0) are live (early 2025 releases). The Discord bot has been available longer, and the integration was officially announced as a Verified Solution in Unity’s Asset Store. The team continues to update these: for instance, the guide notes that mesh-export options are “coming soon” for the Blender extension. Unity’s technical evaluation in April 2025 even led to tweaks in 404—GEN’s AI dependencies to ensure industrial-grade output.

Dataset milestones: In April 2025 404—GEN released a 21.5 million model open-source 3D dataset (touting it as “by far the largest” such dataset). This dataset (built via subnet mining) includes metadata linking each model to its prompt and creator. As of writing, the full dataset is available on request to researchers, with samples on Hugging Face. The subnet is also building tooling (“decentralized storage” and a data front end) so that over time anyone can browse or query this asset corpus. In essence, 404—GEN’s short-term roadmap has been to prove the concept: launch easy generation tools and amass a large content library.

Mid-term goals: 404—GEN’s whitepaper and interviews outline a vision of using these datasets to kickstart AI-native games. For example, they plan to align synthetic asset collections with specific game genres (“modding and vertical creation around a specific game genre and/or art style”). These initial asset packs will seed simple games or mods. Over the next year they intend to expand their front-end interfaces (better GUI, more developer plugins) and foster partnerships so game developers can quickly build prototype games.

Long-term vision: Ultimately, 404—GEN aims to become a foundational creative engine for entertainment. As viral AI-made games appear, the subnet will gain traction and spur network effects. The whitepaper sketches a future where entire virtual worlds are made on-the-fly: a user describes a game in plain language and the combination of Gen 404 (3D), voice subnets, and others generates the whole experience instantly. While such an “AI-native game OS” is still far off, 404—GEN’s roadmap (and recent progress) signals steady movement toward that goal.

Summary: In summary, Bittensor Subnet 17 – Gen 404 is a decentralized text-to-3D AI subnet whose goal is to open up 3D worldbuilding to everyone. It does so by running a permissionless network of miners/validators that continually generate and validate AI-created 3D assets. The subnet is already functional: it offers Unity, Blender and Discord interfaces, has garnered press attention (from GamesBeat to BlockchainGamer), and is building a massive open dataset. Its role in the Bittensor ecosystem is to provide the 3D content “leg” of a future fully-AI-driven metaverse, interoperating with other subnets for voice, text, and beyond.

 

 

Launched tools: The Unity plugin (v0.4.0) and Blender add-on (v0.9.0) are live (early 2025 releases). The Discord bot has been available longer, and the integration was officially announced as a Verified Solution in Unity’s Asset Store. The team continues to update these: for instance, the guide notes that mesh-export options are “coming soon” for the Blender extension. Unity’s technical evaluation in April 2025 even led to tweaks in 404—GEN’s AI dependencies to ensure industrial-grade output.

Dataset milestones: In April 2025 404—GEN released a 21.5 million model open-source 3D dataset (touting it as “by far the largest” such dataset). This dataset (built via subnet mining) includes metadata linking each model to its prompt and creator. As of writing, the full dataset is available on request to researchers, with samples on Hugging Face. The subnet is also building tooling (“decentralized storage” and a data front end) so that over time anyone can browse or query this asset corpus. In essence, 404—GEN’s short-term roadmap has been to prove the concept: launch easy generation tools and amass a large content library.

Mid-term goals: 404—GEN’s whitepaper and interviews outline a vision of using these datasets to kickstart AI-native games. For example, they plan to align synthetic asset collections with specific game genres (“modding and vertical creation around a specific game genre and/or art style”). These initial asset packs will seed simple games or mods. Over the next year they intend to expand their front-end interfaces (better GUI, more developer plugins) and foster partnerships so game developers can quickly build prototype games.

Long-term vision: Ultimately, 404—GEN aims to become a foundational creative engine for entertainment. As viral AI-made games appear, the subnet will gain traction and spur network effects. The whitepaper sketches a future where entire virtual worlds are made on-the-fly: a user describes a game in plain language and the combination of Gen 404 (3D), voice subnets, and others generates the whole experience instantly. While such an “AI-native game OS” is still far off, 404—GEN’s roadmap (and recent progress) signals steady movement toward that goal.

Summary: In summary, Bittensor Subnet 17 – Gen 404 is a decentralized text-to-3D AI subnet whose goal is to open up 3D worldbuilding to everyone. It does so by running a permissionless network of miners/validators that continually generate and validate AI-created 3D assets. The subnet is already functional: it offers Unity, Blender and Discord interfaces, has garnered press attention (from GamesBeat to BlockchainGamer), and is building a massive open dataset. Its role in the Bittensor ecosystem is to provide the 3D content “leg” of a future fully-AI-driven metaverse, interoperating with other subnets for voice, text, and beyond.

 

MEDIA

A big thank you to Tao Stats for producing these insightful videos in the Novelty Search series. We appreciate the opportunity to dive deep into the groundbreaking work being done by Subnets within Bittensor! Check out some of their other videos HERE.

In this session, the team behind Subnet 17 discusses their innovative AI-powered subnet built on Bittensor, designed to revolutionize 3D content creation for industries like gaming, VFX, architecture, and digital twins. The conversation highlights the subnet’s unique approach to generating high-quality, scalable 3D models using Gaussian splats—an efficient alternative to traditional 3D representation methods like meshes and neural radiance fields. They dive into the team’s background, the challenges they aim to solve, and the technology’s potential to democratize 3D content creation for both indie developers and large studios. The discussion also covers the subnet’s incentive design, validation mechanism, and the real-world applications of their technology, from gaming to high-profile art exhibitions like the Venice Architecture Biennale. The session showcases the rapid evolution of the subnet and its impact on virtual worlds, with insights into future developments and user-driven features like 2D-to-3D model generation.

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