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Ideal Game Engine FeaturesIdeal Audio FeaturesIdeal AI FeaturesIdeal Physics Engine FeaturesIdeal Minimum ReqirementsIdeal Recommended Requirements - BalancedIdeal Recommended Requirements - HighIdeal Recommended Requirements - Very HighIdeal Recommended Requirements - Path TracingIdeal Game Remaster Features
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Engine backend, renderer, and scripts written in RustExtremely multithreadedExtremely multithreaded and GPU accelerated, should use Tensor cores if available for more advanced learning featuresOpenCL 3 (OpenCL 2.1 fallback)Target = 1080p input resolution, 60 FPS, mixed Tier 2 VRS up to 4x4Target = 1080p input resolution, 120 FPS, hybrid renderer (2LRC GI), mixed Tier 2 VRS up to 2x2Target = 1440p input resolution, 120 FPS, hybrid renderer (2LRC GI), no VRSTarget = 1440p input resolution, 120 FPS, hybrid renderer (ReSTIR GI), no VRSTarget = 1440p input resolution, full ReSTIR path tracing, no VRSModern engine as abstraction layer, should also improve modding. Or RTX Remix.
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Extremely extensible and modular allowing for fine control over data architecture, and even programming paradigms such as traditional object oriented or entity component system (supporting this choice both in code and in blueprint), but still with guard rails to avoid stupidity.No hard limit on number of sound sourcesAI models for non-critical NPCsExtremely multithreaded and scalable - should use any and all available CPU cores and threads, should be able to query the system to find underutilized cores/threads and use them. Performance should scale almost linearly with # of CPU cores and threads.Windows 11 or Linux, both 64-bitWindows 11 or Linux, both 64-bitWindows 11 or Linux, both 64-bitWindows 11 or Linux, both 64-bitWindows 11 or Linux, both 64-bit64-bit
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Standard compression for game files, compatible with 7zip. No proprietary compression.All game sound effects and voiceovers should have a native recording format of 192 KHz / 24-bit PCM (9,216 kbps), with binaural voiceovers and native surround sound effects.

The soundtrack's native recording format should be 384 KHz / 32-bit PCM (24,576 kbps) and stereo (binaural).

By default, the game should come with 48 KHz / 24-bit ~1,800 kbps lossless compressed (FLAC) sound effects files, and 96 KHz / 24-bit ~3,000 kbps lossless compressed (FLAC) voice and music files.

Higher quality options should be optional downloads and selectable in-game after being downloaded, namely:
384 KHz / 32-bit 24,576 kbps uncompressed .wav (soundtrack only, native soundtrack format)
192 KHz / 24-bit 9,216 kbps uncompressed .wav (native for everything else)
96 KHz / 24-bit 4,608 kbps uncompressed .wav
96 KHz / 24-bit ~3,000 kbps lossless compressed .flac
Support for both behavior tree and GOAP AI, with emphais on GOAPGPU accelerated with DX12/Vulkan multi-GPU supportAMD Ryzen 5 3600 / Intel Core i5 10400AMD Ryzen 7 5800X / Intel Core i7 12700kAMD Ryzen 7 5800X / Intel Core i7 12700kAMD Ryzen 7 7800X3D / Intel Core i7 13700kAMD Ryzen 7 7800X3D / Intel Core i7 13700kSupport any resolution
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Rust Blueprints, very powerful like UE5'sReal-time path traced sound wave simulation using RT cores, complete with path traced traced reverb and occlusion - infinite bounces with neural radiance cache (NRC)Optional AI clustering - have one AI control many characters to save performance, with extensive multithreadingAsync Compute16GB RAM32GB RAM32GB RAM32GB RAM32GB RAMUI scaling for any resolution
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Powerful SDK included by default with any exported game, with full access to blueprint and the marketplacePrecise 3D coordinates for all environmental sound effectsThe following default AI behavor presets:
Sleeping
Relaxing
Casual
Patroling
Cautious and unsure
Suspicious
Alerted
Stalking mode
Ambush mode
Violent panic - fight mode
Panicked and thinking only of surrender - flight mode
Surrendered
Fake surrendered
Helping teammate
Moving hostage/objective
Collision - multiple meshes should not be able to occupy the same space. Really shouldn't be that difficult. In the event this does occur, reset them to the positions they were last in before this exception occurred. Easy.NVIDIA GeForce RTX 2060 SUPERNVIDIA GeForce RTX 3080 / AMD Radeon RX 6800NVIDIA GeForce RTX 4070 Ti / AMD Radeon RX 7900 XTNVIDIA GeForce RTX 4080 + DLSS 3 frame generationNVIDIA GeForce RTX 4090 + DLSS 3 frame generationDX12 Ultimate / Vulkan SM6
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Extremely multithreaded DX12 Ultimate and Vulkan renderers always using either DLSS/DLAA, FSR 2/FSR2AA, or XeSS/XeSSAA, using the latest Shader Model and all features. Rendering should use up to any and all CPU cores/threads and the renderers must be designed around GPU upload heaps.Precise 3D HRTF (yes including height for once), especially for surround sound and even in VR, so that VR users can use surround sound speaker setups, with the speaker channels changing depending on your orientationDefault AI damage states:
Alive and well
Wounded - slowed but combat effective to a limited capacity
Cripped but still somewhat usable limb
Totally useless limb
Wounded, delirious and practically out of it
Incapacitated + bleeding out
Unconscious (always temporary unless in the bleeding out+incapacitated state)
Playing dead
Dizzy
Delirious
Nautious
Crippling Illness
Hallucinating
Diseased
Zombified
Randomized mesh fractures (taking into account point of impact for more realism) - for any kind of mesh, e.g. triangles or voxels or any other kind of geometry, so that meshes don't always break the same way. This should be integrated into the virtual geometry pipeline.

This should also drive the gore/dismemberment system.
Mesh shader based virtual geometry pipeline
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D3D12 Work Graphs and mesh nodesThe above would enable height channel support without needing Dolby Atmos / DTS:X hardwareAI game master default feature - would work behind the scenes like an AI dungeon master in D&D, easily configurable and extensible, meant to make single player games more dynamic, responsive and potentially unforgiving. OpenAI driven.Soft body simulation and deformationReSTIR Path Tracing + NRC
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Renderers:

DX12 Ultimate Hybrid
Vulkan Hybrid
DX12 Ultimate ReSTIR Path Traced
Vulkan ReSTIR Path Traced
Optional Metal
Fluid simulation including ocean simulationDLSS 3 full feature set INCLUDING DLAA
FSR2 + FSR2AA
XeSS + XeSSAA
Fuck presets, only sliders + dynamic resolution
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Multithreaded game logic, using any number of threadsGas simulationDisplay HDR
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Separate AI threading using any number of threads, using the next thread for each AI instance, as well as GPU acceleration including tensor cores for more advanced learning features when availableElectricity simulation - taking after electrical engineering simulation software because why not? This would also include sparks with photorealistic particle effects.Modern texture resolutions
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Voxel geometry support with deformationCloth simulationAt least 16x AF
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Geometry rendering pipelines:

Amplification/Task Shader -> Mesh Shader -> Pixel Shaders, any Compute Shaders, and ray tracing shaders all within a virtual geometry system using DMA. Smaller triangles for detailed and translucent objects should use NVIDIA Micro-Triangles for use with Displaced Micromeshes and Opacity Micro Maps (OMM).
Grass and hair simulationSteam Audio + TrueAudio Next
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OpenXR with Simultaneous Multi Projection/Lens Matched Shading and built-in customizable foveated rendering, supporting:

Dynamic and fixed foveated rendering
3 peripheral areas, 1 focal area
DLAA/FSRAA/XeSSAA in focal area
Optional supersampling in focal area (125-400%)
DLSS 3.x/FSR 3.x/XeSS in the peripheral area (potentially separate amounts for each): 50-100% res slider
VRS tier 2 in peripheral areas (potentially separate amounts for each)
Intelligent supersampling, upscaling and VRS based on frame rate target with adjustable priorities
Rope simulationDolby Atmos / DTS:X
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Hybrid Ray Tracing:
- RTXDI
- Radiance Hierarchy World Space GI or ReSTIR GI with Neural Radiance Caching (NRC), infinite bounce for both
- Scalable GI: culling for any lights not in-camera directly or indirectly, variable distance, and not every light has to contribute to GI (e.g. particle lighting)
- RT Shadows
- RT Reflections
- Can choose between raster translucency (like UE5 Substrate) or hybrid translucency, both accelerated by OMM
Adhesion simulation
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Full Path Tracing = biased ReSTIR + NRC, no rasterization at all, Real-Time Neural Appearance ModelsInflation/deflation simulation
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Latest DLSS, FSR, and XeSS standards always supporting the following:

DLAA
FSRAA
XeSSAA

Fuck presets, use a resoluton slider to support input res from 25-80%
Dynamic res scaling according to frame rate target, using either DLSS, FSR, or XeSS (user determined)
Optional supersampling slider from 125-400%, beng integrated into the DLAA/FSRAA/XeSSAA pipeline
NVIDIA frame generation
NVIDIA Reflex
Vehicle dynamics and simulation
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DX12 multi-GPU using frame pipelining modePlanet simulation - core-based solid planets, gaseous planets, every atmospheric level
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Sampler feedback accelerated tiled texture streaming and texture space shadingWeather simulation - all weather types from hail to snow to acid rain, including how it interacts with the above and with ocean simulation. Physics based rain/snow/hail/etc supported, with configurable culling.
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Lots of async computeMelting and freezing simulation, related to the above
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DirectStorage 1.2 (Windows) and RTXIO (Linux) used as much as possibleDynamic fire propagation
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Automatic distance-based world streaming system like UE5 world partition but with 3D grid support rather than just 2DOptional fully path traced particles for all (only available in the fully path traced renderers)
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AMD FidelityFX Parallel Sort
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Display HDR support with the following calibrations:

D65 DCI-P3 1,000-nit 10-bit
D65 DCI-P3 1,500-nit 10-bit
D65 DCI-P3 2,000-nit 10-bit
D65 Rec.2020 1,000-nit 10-bit
D65 Rec.2020 1,500-nit 10-bit
D65 Rec.2020 2,000 nit 10-bit
D65 ACEScg 1,000 nit 12-bit
D65 ACEScg 1,500 nit 12-bit
D65 ACEScg 2,000 nit 12-bit
D65 ACES 2065-1 1,000 nit 12-bit
D65 ACES 2065-1 1,500 nit 12-bit
D65 ACES 2065-1 2,000 nit 12-bit
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OpenCL 3 physics engine (multithreaded CPU and especially GPU) with fallback OpenCL 2.1, used for all solids (hard and soft body), liquids, gases, electricity, gravity, everything, with GPU accelerated particle effects for all. Not just a game physics engine, but would also be as thorough as scientific physics simulation software.
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Client-server multiplayer architecture
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Unintrusive anti-cheat that'd also be far more effective than Denuvo and Easy AntiCheat and all others. Note these should only activate in multiplayer, and it can be improved by the likes of OpenAI:

- File integrity hash checking enforced by servers
- Hook guard = won't let you attempt to connect to a server with anti-cheat enabled if hooking software is detected (doesn't matter if the software is just running, only cares if it is hooked) besides those that are specifically whitelisted like ReLive, Steam/GOG/others, RivaTuner, Logitech and Razer crap, etc.
- Memory damage guard = protects important values in memory from tampering
- Dynamic instrumentation guard = multiplayer won't let you attempt to join any server that has anti-cheat enabled if Cheat Engine or any other blacklisted software is running on your PC. This would be a separate process running on the computer that only needs to be able to read all running processes.
- Tamper guard = if anything happens to the anti-cheat process itself, you cannot connect to a server running anti-cheat
- Anomaly detection - the thing no one is doing:
- Based on adequate player performance metrics
- If a player's performance considerably exceeds those, then the player is definitely using aimbot so kick or ban them or put them in penalty box, up to the server owner
- This means any player using undetectable aimbot can only use it to be as good as a real player
- The aiming skill requirement for pattern-based aimbot detection should be configurable - by default it kicks/bans/penalizes anyone who surpasses a world class player, but it should be possible to reduce this further to effectively have noob-only servers which also deals with the alternate account issue
- Really obvious patterns like a player killing multiple players with 1 shot, a player killing many players instantly, a player's ammo count not draining or having more ammo than what's expected, a player killing others not in their line of sight and when bullet penetration doesn't make sense, all of these should trigger this anti-cheat
- The game knows all the possible speeds players can move at - so if a player moves at a speed outside that range, they're cheating so take care of them
- The game knows the map boundaries - so if a player leaves them, deal with them. Yeah this would affect anyone who accidentally clips out but the game should be polished so this shouldn't be an issue, and they can always rejoin and get unbanned if needed. Not to mention all games I'd like to design would put the player in the backrooms if they clip outside of map boundaries.

Anomaly detection would be its own option with all the customization beneath it. Beyond that, all the other anti-cheats should be grouped together under a blanket on/off anti-cheat setting. Both should be enabled by default, with the default penalty being a permanent game-key ban.
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No outright master server dependency for multiplayer games. Anti-cheat would run entirely on the server and client.

A hosted server would not need to check into a master server - the server binds to local ports and is exposed to the internet by the firewall, and then any player with the server IP and port can join.

Master server would only be used for the server browser. If the time ever comes where the master server has to be shut down, just switch to Steam's so at least the server browser survives on Steam.
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AVX2
AVX-512
AVX10.1 and AVX10.2
APX
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