I want to play a game like Fallout, with perhaps a light plot, but a much heavier settlement building mechanic.
Like, you found a settlement, and it’s filled with trash, debris, and burnt-out structures. As you scavenge and collect things, and attract people to your cause, the place slowly becomes cleaner and more structured. You can have settlers scavenge for themselves and fix up structures, farm for food, treat wounded, lead small armies against mutants and generally secure an area of a map, and really be able to treat the settlement as a home base.
Playing Fallout 4, I was bothered by how I could build out all these settlements, place structures and whatnot, help these people, and still no one had the sense to pick up a broom and sweep up the pile of trash in the street.
My friend. Look at the Sim Settlements mod for Fallout 4. It’s not EXACTLY what you want but damn if it isn’t really close.
Any game where the AI cores of modern GPUs are used for actual AI and not graphics.
It’s not as simple as that. Those cores are specialised in handling graphics. Game devs have 0 control over it
The AI cores? I’m pretty sure they’re for AI right?
They are for providing special hardware for Neural Network inference (most likely convolutional). Meaning they provide a bunch of matrix multiplication capabilities and other operations that are required for executing a neural network.
Look at this page for more info : https://www.nvidia.com/en-us/data-center/tensor-cores/
They can be leveraged for generative AI needs. And I bet that’s how Nvidia provides the feature of automatic upscaling - it’s not the game that does it, it’s literally the graphic cards that does it. Leveraging AI of video games (like using the core to generate text like ChatGPT) is another matter - you want to have a game that works on all platforms even those that do not have such cores. Having code that says “if it has such cores execute that code on them. Otherwise execute it on CPU” is possible but imo that is more the domain of the computational libraries or the game engine - not the game developer (unless that developer develops its own engine)
But my point is that it’s not as simple as “just have each core implement an AI for my game”. These cores are just accelerators of matrix multiplication operations. Which are themselves used in generative AI. They need to be leveraged within the game dev software ecosystem before the game dev can use those features.

