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curl-6 said:

Took some digging back to 2009, but: 

Other than memory restrictions, CPU time was the other main bottleneck. Even running the absolute lowest quality assets, a huge amount of CPU time is tied up in level scripting, AI logic, line-of-sight traces, and everything else central to a first person shooter. When everything first fit in memory, the game ran at about 2 frames per second, and hundreds of engine optimizations had to go in to bring that up to 30. Cod4 runs with 32 AI at times (safehouse, heat, and the bog are the worst cases), and each one is calculating animation matrices, doing geometry traces, and running thousands of lines of script - every single frame. We weren't able to reduce the number of AI without significantly changing the gameplay, and so other elements of the engine had to be re-engineered to maintain an acceptable framerate.

http://www.neogaf.com/forum/showthread.php?t=371684&page=28%5D

Yes, "lol neogaf", but the guy had enough inside info that turned out to be correct that it can be safely assumed he was indeed who he said he was.

So I guess some GAF users can be trusted ... I wasn't going to be snide about where the source came from but do you have some track record of his statements ? 

I still trust Pete Dodd as a leaker even if he let his emotions screw him up that one time.