Monday, January 17, 2011

Procedural Combat: The ultimate FPS game?

I have been pondering on tessellation ever since DX11 came out. The thought of making models more smooth and curved than the original model seemed interesting, but ever since I wanted to see a technology that goes beyond that.

A procedural-based rendering system that if done correctly can make the game that uses it run on practically any PC build. Spore is what introduced me to procedual rendering on making varied worlds and ecosystems that never usually got replicated after that. I was thinking more of the lines of having a basic mesh/model that sets the "standard" of what that character, building, or environment looks like at a simple level. The engine would then analyze the full performance capability of the system such as polygon, texture, compute, and other performance factors such as RAM to create the ideal "game build" your PC individually can muster using "Procedural Tessellation". That and wouldn't be nice to also have a "Procedural Server" system? I know there are some games that have a "recommendation server" system, but it would be nice that using tool such as speed or ping test sites to come up with the ideal amount of players your system or server can support.

That said, I think the first test of this technology would work best in an FPS, given how there are plenty of references to base the basic mesh/model standard on. I think it could be quite a cool tech if done correctly.

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