@24
I am sorry i havent expressed myself thoroughly enough. Let me do so now.
" At "graphics level" settings, it should not be the usual options which dominate, but an algorithm, that constantly adjusts visuals during playing " - i have written. This means:
You have your usual graphical options. Plus, an option to turn on/off this AI, which monitors and resets graph needs/settings on the fly. Obviously, an AI like this, only can set those options, which do not require a restart. But that still, is a wide variety. For example, the lower polygon-count meshes can be stored in system memory. Today a 2G of system ram CAN be considered a basic... OR the lower graphical textures CAN be stored in todays vgas rams, of which a 1G is a commonplace nowadays...
AntiAliasing and AnisotropicFiltering - i never use them.. I recall they cant even be reset on the fly, so its your bad.. BUT texture depth and model detail, they very much can!
And this should be the basic philosophy behind every graphical engine. Thus, the upper limits of the usefulness of the engine could be more farer stretched! Well, yea, in the expense of the visual quality. But since many players (including me) define "quality" as <SMOOTHNESS>.. Thats the primary concern. I am glad to hear that you have a state of the art PC. I am really glad of it. But until ME, I can have one exactly like that, i will continue to harass developers with the things like that.
Point again is: Even your system CAN be sent to the ground, very likely in battles, WHEN A LOT OF THINGS ARE HAPPENING on the screen, and you wont be able to respond quickly enough if your computers threshold is reached. .
This is just 100% sure, that in time YOUR system will also fail. Might be a <BIG> big map, the lots of players, or anything, for which the developers werent be able to prepare. Even a stress-test is not a guarantee, it is just a collection of the most power-demanding features together.. But who can guarantee, that YOU, the player could not provide an even worse situation during an actual gameplay..? Think of grinder type strategy games, or todays MMOs. WoW, Rift, etc.
Think about it. Can you control how many players roam around you simultaneously? And what do they do..? But when in the middle of some giant PvP battle, you cant allow to lose -any- millisec of monitoring the situation. Thats where an AI like this can come in handy.
1 more important: The AI must be pre-customizable, to set, what to set back. IN WHICH ORDER at <threshold reached>..Example. To 1st lower textures and THEN , if still not enough fps, lower poly-counts, etc etc. Failing of customizability WILL result in project death. Because people might not like what the AI does to their visuals. But with their consent via a customizable method... Its all vill be all right!