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Zgłoś problem z tłumaczeniem
But maybe you will be lucky like I was - I refunded Bloodlines 2 after two years of waiting (waited a month for money) but they forgot to remove the game from my profile :D
Well, except for point 6 : Rather than every few hours, it probably would update every few seconds, to keep track of, update and get notified when someone reached their destination to assign new tasks or to roll a die to determine who won a combat scenario, but even that (every few seconds instead of hour) should not impact performance at all, even with hundreds of NPCs moving around in the entire world.
Heck, knowing Unreal's character / physics / animation code, a thousand "offline" NPCs simulated on the other side of the world, if done correctly, would probably take less CPU time than a single "active" character that you can see on your screen near you in-game.
That's not entirely true either, the game is perfectly playable on old systems, i should know with my system running on its 12th year.
Ryzen 7 5800X, 32gb DDR4 ram and a very old and trusty 1660S, 60fps using a performance mod on nexus and frame generation in low to medium settings in 1080p.
With A-life i'm sure you would be right, there is no way in my mind a system such as this would be able to run the game once implemented, and that is another obstacle they have to deal with, because how can they possibly implement something that further increase the system requirements? very unlikely.
The only time i can recall this is when an expansion or DLC is released which can increase the requirements needed.
I am certain that we will see this happen through the modding scene and not through patches.
The author is purposely misleading the public. Every AI is just a simulation of computer variables. The argument about 17 years also doesn't make any sense. Author is talking and comparing not a product released in 2007 (btw, why?), but a heavily patched and modded version from the latter years.
TLDR: This post is just another piece of info attack on this product due to the origin of the devs. Thank God, nowadays you can simply go to the twitch and decide whether you like the product or not.
Doing the whole map with everything on a server would make sense for co-op or MMO though. That way you could have people in different zones. That's honestly how I thought the PvP was going to be. Open world Tarkov essentially. Kinda bummed out it's not going to be.
I was attacked by two guys, which appeared behind some car wreck just cca 10 or 15 meters away on my right side, there was no way they could come in there, they just spawned.
Even more bizarre thing happened only few seconds later, i grabbed their stuff, came on the other of car back on my way and again, after cca 10 or 15 meters someone is hooting on me, and guess what, it was some guy which appeared right on those dead bodies i just created. WTF is this?
What you say is partly correct, but in this case the game uses pre-defined scenario's, with almost no randomization. A-life as it was used a tick system with usage of smart terrain to which those ticks were attached. Each tick had variables like human npc (in which case there would also be a skill level and faction be attached), mutant (where the type of mutant would have a behavior attached). Then the smart terrain would give instructions to those ticks (patrol, attack other smart-terrain, hunt, rest and such) and the ticks would stay in their primitive state until they crossed the audible range of the player character, and would be rendered just outside the visible range. And the visible range was scale able with scopes and binoculars.
Direct ai wise the old games considered the behavior of mutants, pack of dogs if to injured they would flee, flesh did not engage unless engaged themselves for instance, here the mutants use rush scripts, human npc had different behaviors related to the faction the belonged to, army would try and surround you, bandits when to many dead would flee and such. Here human npc are too easy you can cheese them, and how many times did i not hear them say "there is no one here", after i shot one, and they returned to an idle state.
I wanna check out UE5 Cvar for optimizing it on my end.
I listed it in the quoted post, Ryzen 7 5800X, 32gb DDR4 ram and a very old and trusty 1660S.
My GPU is at around 70-75C with 80-85% load
My CPU is what i'm mostly worried about is at 75-81c in 85-89% load, which i have never seen before and i have a good airflow with 3 140mm and 6 120mm fans in the case and a good air cooler, however i haven't reapplied thermal paste in about 3 years which could easily be one if the culprits.
The reason being, you need a strong foundation in programming to get anywhere.
By using UE5, you are kinda forced to program alongside the engine to make sure it works.
Also the current devs did say in a article that they are learning UE5.
The graphical fidelity and simulations is not enough to strain a mid grade hardware... It's engine exclusive features like Nanite, Lumen, and Raytracing enabled. When you use these, it's self sustained system which lets the dev launch the game sooner.
But it does not optimize or make the game any better performing or stable.
I look side by side of Stalker 2 and Anomaly and the graphics are very similar. If you look at Gamma, the graphics are higher than Anomaly too, and performance stress is the same as Stalker 2 or a bit more performant.