
Actual in-game screenshot
OK, those of you familiar with creating content for VBS2 or ArmA will know of Normal Mapping, it gives surfaces a more realistic appearance, unfortunately the performance hit from this outweighed the gain mostly in VBS2 so there it isn't seen so much. Well an enhancement to this feature is available in the A2 engine, and appears to be less costly in processing power, it is called Parallax Occlusion Mapping. In short it is an algorithm that can, relative to the user view point give textures a more extreme sense of depth or at least more apparent than normal mapping could, this appears to be evident on the terrain in A2 in particular. If you look at the surfaces in my current A2 video, and in the upcoming ones you will see the effects, particularly as I move over the terrain, the rocks go from being rather flat at a distance to being really bumpy. The upside here, less polygons, yet all the detail, and as mentioned, in cases a little more apparent than normal mapping previously. For a little more detail, check the article on
wikipedia if you don't have a copy of A2 yet, there are pictures there from other game engines to give you an idea.
Another technology introduced to A2 is multi-core support, breathing new life into everyone's old Core 2 Duo based PC. This particularly helps the intense processing carried out by the Micro AI (covered in the next paragraph). I am as yet unaware as to how A2 distributes the load and what it will do with a second core, or if it even exploits a 4 core CPU, all I know is right now it performs quite well on a Core2 Duo. Most users of VBS2 I'm aware of right now have deployed C2D based systems in their battle labs and centres around the world, in theory if that processor is rated at over 2.0GHz, and the system includes at least 1GB of RAM and an nVidia GeForce 7800 or better, A2 should run. Given the scope of VBS2 and what it could be like on this engine with the sheer scale of scenarios, ASI plug-ins and what we're about to witness with the API (VBS2Fusion), I would be aiming for a 2.6GHz system with 3GB of RAM under XP, and at least an 8800GTS GPU.
Now for the Micro-AI. This in particular has been the target of much undue criticism very early on. If you consider the context of their environment, the AI perform remarkably well, they are a lot more precise in their movements now. In combat they're substantially more aggressive and plan their movements well. I have found enemy AI taking cover behind rocks, trees and even fallen comrades in order to evade my effective fires, at times they manage to still win the contact either forcing me to reconsider or killing me outright. They are most definately better equipped to handle situations than the previous AI from ArmA and VBS2. Additionally they coordinate their moves really well, it's not uncommon to see one or two enemy take up positions, put down suppressive fires to support another bounding forward or trying to find an approach to flank. This doesn't mean at all that BISim would need to dumb down the AI for the military context really, I'd strongly advise against such a move, however I'd look at two modes for the AI, one with high round dispersion and poor aim, and the other standard.
Well that's a quick look at the technologies, there will be plenty of video in the coming weeks in addition to some VBS2 content for beta testers. Additionally I will be making a few early addons for A2 to ensure that I have an appropriate working knowledge of some of the newer ways of doing business in anticipation for any shift in the VBS world.
Jamie.