Commander_Rafael wrote...
100RenegadePoints wrote...
So more and more people are investigating this which is good. I think I have noticed differences in the AI's ability to flank the player at lower frame rates. Also the speed at which they advance to the players position. Anyone else noticed these differences? or am I seeing things
?
Well... if the level of dependence in the AI is so conected to the frames, it's possible the time it takes to advance closer positions would be affected as well. I hope at least these kinds of things have some other mechanics like objective's time aren't affected by the frame rate. It probably has some effect in the calculations when it will decide to change position, but the "cooldown" for these change of routines may be independent. Otherwise playing in something like 6 fps would render enemies taking some secs before "deciding" to performe a new action.
Yes, you can see it in the two videos I posted here. Just look where the enemies are moving when I run around them. At 10 FPS they will be running at the place I was a few seconds ago, same happens at 30 FPS, the effects are not so severe but still very noticeble, look
here for example, there is an assault trooper behind a corner and when I run past him he starts to run at the place I was before instead of shooting or trying to melee me. At 120 FPS same trooper jumps out of cover at the moment I get on top of those stairs and starts shooting right away without missing a bullet and running past an enemy like I do at 30 FPS is not possible without triggering an instant melee animation.
At a higher frame rate enemies will also try to avoid your shot when you aim at them much more often, dragoons start to jitter left and right while running towards you, nemesis turns her head much faster while in cover and pretty much any enemy can suddenly change their trajectory if it sees that you try to lead them with a shot.
Modifié par Caratinoid, 15 février 2013 - 09:56 .