Hardware Constraints
Hardware
constraints must be considered with all implementations of the above
techniques. Every AI technique is just more code for the CPU to process. The
more calculations that are being made in a game, the higher the toll on the CPU
and GPU. Therefore, franchises such as Age
of Empires implemented population caps. Some of the reason these caps exist
is from a gameplay side, but hardware consideration comes into it. Another way
to think about it is that you wouldn’t consider trying to play an intensive PC
game such as Civilization VI on a
mobile device. (Makuch, 2016) outlined the technical specifications
which were released by the developers, 2K [fig. 8]. These are the minimum and
recommended requirements for the game. Civilization
VI is a game that requires good processing power due to all the
calculations made by the AI.
Games should be as optimised as they possibly can to run
on a variety of systems, from low range to high range. 60 frames per second
(Frames Per Second) is the common framerate to run at for most games nowadays,
with some games on consoles previously have been capped at 30FPS. It’s not fun
playing a game where it feels more like you are scrolling through a presentation
on PowerPoint, constantly dropping frames. This incurs feeling of frustration
but more importantly, it breaks immersion.
It’s hard to lose yourself in a game for a long period of time when you can
feel every frame, or rather every frame-drop.
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