This may be a stupid question but it got me thinking, if a game had different levels of difficulty, and that difficulty affected the so of opponents, would that make the harder difficulties more performance hungry or show minimal performance loss?
Tl; Dr: Can I get a higher frame rate with a lower difficulty
Fuck me, not so, AI
>>52139251
You literally change a few bytes of info to get more difficulty (ie, set damage multiplier to 2x, enemy health to 2x) so there's no performance diff.
>>52139273
But what about when the AI flanks you and do extreme tactics not found on normal
You probably will get higher frame rate, it would be negligible though.
Given most games will be GPU-bound assuming you have a balanced rig, you shouldn't notice a change in performance (since that's typically CPU-bound).
>>52139321
Okay, set the patrol time to 0.5x or something. I guess a roundabout way it would give you lower frames because you have more action going on the screen (more enemy spawns maybe, etc).
>>52139369
I recall Halo 1 having pretty bad ass AI, was it really that simple?
Possible if the AI programmers were so fucking retarded they decided to bloat code and CPU usage in that code because they didn't know how to logically do it an easier way.
Lock-step strategy games can get poor performance with hard AIs that micromanage every unit.
>>52139251
>>>/v/
Remember when they where 10p each?
>>52139273
What about the increase of enemies themselves
>>52139386
Halo 1 AI was pretty basic. 90% of difficulty in legendary was every covenant with a plasma pistol firing it like an aimbotted machine gun.