We definitely want to enhance the visuals for FPS views. In coming months expect updates with 3D trees, shrubs, grass and other ground litter that will greatly enhance the closeups. We just have to make it work across the whole detail range seamlessly.
Is it possible to reach the smae detail for an FPS / RPG game where the used terarin is about 10-20 sqmiles or much smaller, and for a sim that requires tens or thousands? (My guess is not.)
Sould be this the goal? (My opinion is not.)
Does this mean that the modularity of enginge will support the different goals?
BTW nowadays the GXF requirements are to overrated. I prefer in every game the avaiable feature on physics modeling. For ex. I do not care about more detailed tress than current. I prefer if a game can modeling as many tings as possibble for a game. Here are some exmple.
FPS
- All item and model can be damaged or penetrabel if a weapon is strong. It is quite funny when empty barrels are blocking any bullet fro any waepon. Ect. Penetration model.
RPG
- Physics model should enable more flexible storyline. For. ex. a damaged can be repaired if the storyline requires, items can be destroyed but not scripted event. Complex mechanics have to be modeled for enable tricky traps lock, and other mechanisms. More or leass same as for penetration model. Your action have to carry meaning for environent.
Fligt sim and combat sims
- Ever main thing should be modeled at least a primitve way. RCS dependenvy by direction and AC type, uique data for every vehicle. Ground clutter modeling for radar and IR seekers, weather daytime / effect on AI eyball and your padlock, ECM, countermeasure modeling, radar mode, modeling, basic aerodynamis effect, ect.