krypt0nian said:From the article the concept sounds very cool. But where are they getting the power for this advanced A.I.?
I'm not an expert, and can't be sure on this, but I'd suggest that up to a point AI is possibly more dependent on developer skill than compute power. Most AI in games is fairly scripted, which AFAIK isn't particularly compute-intensive, unless you're scaling it to hundreds of individual agents. That's just talking about the decision-making mechanism, though. And of course, a developer may weight their CPU budget more heavily toward AI in one game versus others.
Typical techniques may change toward something more demanding per-agent (e.g. something like influence mapping as in MoH:Airborne might be a bit more processor intensive depending on the number of maps you generate), of course, but that's the impression I get about AI in most games today. I mean the Halo games are often still used as an example of great AI in games (even if FEAR is the benchmark), and they were running on a less powerful CPU than Rev's.
Takuan said:Rev controller doing for consoles what KB+mouse has done on PC for years
Exact same thing accomplished by a light gun used since NES days, how revolutionary
While 3D mice exist, show me a game that actually takes advantage of z-motion. I don't remember ever being able to precisely control how objects moved on both xy and z planes, simultaneously in a PC FPS. Rev basically gives you a prop to represent an object in a game, and maps your interaction with it precisely. You can't do that with a mouse running on a flat surface, or with a lightgun.