Hardware constraints & AI Engines

'you can probably guess that games which have simplistic graphics, like Minecraft, need very little GPU performance. There are also games that look amazing when graphics quality is cranked up, and need a powerful GPU in order to do that, but which don’t need a particularly high-end CPU - Witcher 3 is a good example of that.' - William George October 15, 2015
https://www.pugetsystems.com/blog/2015/10/15/Gaming-Computers-Different-Hardware-for-Different-Genres-720/

Hardware constraints can include many things from graphics cards, memory to monitors/display outputs, for example something like the original Pokémon games and Mario on the Nintendo Gameboy where they were restricted around 160x144 and to a single colour palette of four shades of the same colour. Another example would be a the original Crysis game which would run poor or was even unplayable without borderline top spec hardware of the time (2007) This also cause some review outlets to criticise the developers for having such a steep hardware requirement, as not having sufficient hardware would result in incredibly low frame rate which means the image you see will appear like a slide show giving a janky feel or just out right crashing on launch. First person shooters are one of the genres that relies heavily on having a high but also sustained frame rate/frame timing since if either is low or out of sync the gameplay will feel off and the animations will be less fluid creating a lesser experience.

Constraints can help push innovation, experimentation and creativity. Having good AI can make the difference between a bad game and an excellent game, however this does present its own problem as systems have all different specs and performances and a game with a lot of algorithms could be a burden on the systems processor causing heat issues which is very prevalent on mobile devices (E.G. smart phones/tablets) currently as well as causing frame rate dipping again compromising the user experience. 


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