AC: Unity's NPC number is impressive to this date. Ubi at least had ambition 10 years ago.

It was a crowd simulation though, not individual npcs, they were split up in groups and they would swap in being actual "entities" based on how far away from you they are; there would still be some actual real npcs roaming around at all times, but even those would only get their full behaviour set up close.
Origins swapped it out for scheduled behaviour for all npcs, odyssey+ removed the scheduling, probably because of CPU time being required elsewhere, but allowed for more unique npcs.
Are we 100% sure the crowd simulation ran on the Jaguar CPU and not the Radeon GPGPU?

Case in point:




GCN (better in terms of compute flexibility) >>> TeraScale (less flexible, but more efficient due to VLIW)
 
Are we 100% sure the crowd simulation ran on the Jaguar CPU and not the Radeon GPGPU?
I believe so yes, I remember them talking about cpu time distribution for the bulk (the group non entity simulations) and the other systems, and also how their networking needed to be something lightweight because of the drop-in multiplayer.
There was probably some off loading to the gpu but I don't remember.
 
Thank you very much. They will return. It is hard to do as they arn't normal breakdowns cause I do have to get devs info first. But they are my favorite vids. Well maybe the AI Reviews this game are my favorite cause the old AI cracked me up

Your Mad Max one is my fav. Absolutely amazing job on such a criminally underrated title.
 
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