The issue with the infantry, is the human models are nearly as many to more polygons than a number of the mechs themselves. The gun, while definitely not anything I've seen in the BT universe, is also very excessively detailed which is ideal for something you can see up close but not ideal for something you want to mass produce on screen.
Now to field enough infantry to be remotely convincing.... and then, to have an AI just as "complex" as that for the mechs for each individual person and it is no wonder why they had performance issues.
They need a cheap way to render numerous people, and a cheap way to do the AI.
Fraction of the polygons actually used on the people models (in fact it's less than 100). Can actually be reduced further I'm sure. A decent texture that's repeated and a hidden or obscure face can easily allow the same "person" to be put on the field many times without additional resources for unique textures.
While the individual movement is nice, robbing them of being independent units and control by making several of them move as though a squad but as a single as a single actor (or as Unreal Engine 4 calls them, "Decorators") would significantly cut on the resources they would use in terms of AI.
The smallest group I suggest, 2, could act like these guys from the third Matrix movie.
Now the two will always have a reason to stick together, one has the Heavy SRM launcher and the other is the loader. Likewise they can die together.
A team of 5 can have a squad leader and a squad, one of which would have a weapon more meant for use on vehicles while the others can spam auto-rifle or MG fire. Another setup of 5 could be carrying the parts for a portable support MG (1,200 meter range against other infantry, 90 meter range against mechs) or portable support SPL (1,500 meter range against other infantry, 90 meter range against mechs) or portable SL (also 1,500 meter range against other infantry, 90 meter range against mechs).
Despite the fact that you see 7 insects, this is one monster in FF7. A single entity represented by a bunch of fake individuals. Its the same concept. One entity, appearing as a fake "5 soldiers."
They can also be mechanized infantry, in small vehicles such as SRM-equipped motorcycles or rocket trucks, which travel in small groups (and are actually a single unit and not multiple units). This not only simplifies the CPU load by only having one AI per "group," but the 3D load is reduced significantly too because the whole group should never take more polygons than to render a single 'detailed" person or combat vehicle allowing 50+ "people" to be rendered for the polygonal price of 5 Manticores (probably for significantly less depending on how many polygons are in MW5's Manticores, I'm fairly certain it's more than 500).
The challenge this presents is that PGI would have to actually have a decent animator, as the resulting abomination would actually have 5 skeletons to deal with and animate. That's quite an undertaking and the ultimate reason I hold little faith in PGI being able to pull it off, given that their animations are lackluster at best and there'd be no way to "cheap" their way out of doing them from scratch. Even more difficult to hide the fact that they're just tied together.
Now, a simpler method is they could still have individuals, but use something like an RTS setup, where the independent decorators simply have the most basic face location, face target, aim/attack AI with animation calls, and then another AI can be given control of them, giving movement and attack orders. But this, in turn, would require them to create multiple layers to the AI that can handle using their environment without pre-scripted markers on the levels. This puts the actual challenge on the person in charge of the AI, which is another area that tells me that regardless of what that specific Dev that Psuedo mentioned would love to see done... I don't think PGI will be able to do it.
Edited by Koniving, 14 December 2019 - 12:16 AM.