CmdrFly said:
Indubitably. But game devs still expect their players to be somewhat current with their hardware, and in 2 years single-core will be obsolete. Hence, "nearly useless". While it may still work in many scenarios and applications, modernized programs (games) will not co-operate well with obsolete hardware.
Game developers do not exspect PC gamers to have the hardware. Making a game that has no support for last generation GPUs on the PC will sell less games. Look at Doom 3. It has a minimal range of 64MB. The game is not the best it can be. It is low poly for the 64MB user, and the polygonal meshs used to make the enviroments and characters will not increase in tessellation.
64MB cards are still being served as minimal, and they are how old again ?
Surely Duel core will handle older games with ease. And i wouldn't exspect all newer games to utalize multiple cores within the chip set. Some games will not make use of multiple cores even as it's running on a multi core processor.
What will make the single processor obsolete, is the success of the sales on these new multicore processors. That can take alot more than 2 years considering their expense, and most people are content with their PCs as they are.
CmdrFly said:
Hardware is made from scratch? Never. Every single GPU made is just an upgrade from the previous version. Printed smaller, components added, duplicated and mated, etc. Look past the phsyical end and into the logical, and hardware is just the same graduated and updated version of it's predecessor as software (usually) is.
Hardware is made from scratch work. They don't physically take older models and enhance them. Sure they base the making of the hardware on "past knowlege" and R&D.
CmdrFly said:
With this in mind, software is cheaper to manufacture than hardware. I'm talking about the process of releasing it to the public; with hardware, they have to pay for the materials and equipment required to mass produce this. With software, they only have to pay for a buttload of blank CDs.
Agreed. The difference. Software is developed and duplicated. Hardware is made in an assembly procudure.
Software is further developed in many cases, they literally pick up on where they left off with what they actually made in order to make something better.
Hardware is built from the groud up.
Anttaru said:
I'd blame Win98. The Hardware did last longer than 3 years though.
CmdrFly said:
No it didn't. Voodoo2? Glide became a memory in 1999, and 3dfx was bought out in 2000. By 2001, 64mb was my next upgrade and that was slightly less than ultimate (128mb were introduced late 2001 I believe). 12mb wouldn't hold a candle at that age.
Voodoo ? We were talking about the CPU not the GPU. About how the PII lasted more than 3 years. For clearity i'll also mention just because one ungrades every time new hardware is released, dosn't mean the predisesor has instintly gone obsolete.
Anttaru said:
The current era is calling for real time rendering. Software cannot be seperated from Hardware especially in the gaming world.
CmdrFly said:
Eh? Games have been real-time rendered for almost a decade, have they not? I don't quite understand what the second sentence has to do with the quote you're replying to. Whether or not software is separated from hardware will depend on what you're specifically talking about - in many cases, they have to be separated.
I said the current era, as in what the GPU's are capable of. What the GPU is doing in real time now, you'd be surprised to know, has shocked the entire feild of game developers. It will take some time before all developers can weild such hardware rendering in real time. no comapny has people who magically does new things without study.
Anttaru said:
Do keep in mind the 256 era is relatively young. Only now more developers are releasing titles on it. There are games that were started years ago working to make their appearance now. Some will appear at the end of this generation. At this point in time we can probably list 20 games, most of which barely express what we exspect from this generation.
CmdrFly said:
These games appearing at the end of 'this generation' will, or should, include support for hardware available when the game is released. 20 games... what? That have taken 10+ years? Names please.
Originally i have stated that game developers will see 10 year projects if they go for it working on a 256MB project. I never said the few games that express what we exspect took 10 years to develop.
And as for the hardware support. The Games made for PC only, will always be held back from being their best. They must cater to lower end GPU or suffer a major loss to income.
Truth about the GPU in PCs... They are at their best when they are the minimal class of their own. Only then will they play games at the level you now desire.
CmdrFly said:
If these games TBR "barely express what we exspect from this generation", then that marks a failure on the dev's hands. They failed to prepare their product to be competitive at launch time.
Barely any 1st generation games ever amuse us.
CmdrFly said:
Never said 512mb was required to play the game. Just to properly administer UH.
Don't exspect the 512 to have better looking games than 256 anytime soon. An "exclusive game" made for a 512 GPU today will cut a developer really badly.
CmdrFly said:
I don't know what SGI 02 is... but unless it's some phenomenon capable of doing work faster than a PC while being light years behind, Konami needs to wake up. I don't expect everyone working on a game to be running the latest and greatest hardware, but the people that matter should be on some pretty ballsy systems.
The O2 was the most commonly used computer for 3D graphics. They have been around for awhile. The one i use to work on was as powerful as a pentium III 600Mhz ? Something like that.
To entertain. I'll add the SGI's were damn expensive. The O2 was a $10,000 computer, and the other 2 SGI's i worked on (named The Octain, and the Fuel) had a price tags of $20,000 and $30,000.
The funny part. They were replaced with Compaq's with Duel Xeon motherboards and some other shit in it. When testing the Fuel in the lab we had the Compaq next to it, The Fuel was laggy and very slow to open binary files. SGI sent a sales rep to close the deal, and he smirked at me and nodded at the Compaq and asked me. "So How's the PC?". I told him with excitement, "It's like lightning". The sales rep stoped smiling and it seemed like his whole world came crashing down. It's not everyday 1 rep would sell 32 fuels in a day.
Loss from replacing $345,000+ (.15 tax included)
Loss from purchasing $220,800 (.15 tax again)
Total loss 565,800
PC can afford to be cheaper because they sell to us. SGI sold to NASA and Military. PC was also more advanced, simply because they can afford to be that way for cheap. It's all about sales. Video game developers are aware of this.
CmdrFly said:
The company can more than make back the cost required to upgrade an entire office (lets say 300 users, 200 need new systems, 300k total for upgrades) in time. Paying these people to make a game is a very high daily cost, and if they can make their people work faster and get the product out the door sooner, why not? 300 grand is a drop in the ocean if it will noticeably increase their productivity for 12-18 months.
I don't doubt there are developers that do upgrade. I just know there are alot of O2's still being used in this feild.
CmdrFly said:
There's no need to upgrade an entire lab at a time and reach the "millions" as far as cost goes, I'm talking about staying current with technologies that will make your people work faster and/or more efficiently. There's no need to regularly upgrade the systems used by receptionists, administrators, technicians, writers, PR reps, etc. Modelers, artists, level designers, programmers are the ones that need to be running on (or at least near) the leading edge of hardware.
When they do upgrade, which isn't often, years in saying so. I'm positive they reach for the platinum brands of Hardware when they do upgrade. I can tell you all the CG artists would cheer and have a celebration amoungst themselves and the IT.
CmdrFly said:
Again I do not see how this relates to the quote you are replying to. In the Wii's case, game dev's were still preparing their games for the 'future' hardware - in this case, the controller.
There is an ATI inside the Wii that will break the last generation systems. The Wii is capable of some pretty sweet graphics, and there will be a few surprises coming out of the Wii i'm sure of it. The controller is a selling point. It's not responsible for how the games look and perform.
Anttaru said:
Doom is a simple game. Nothing complexed or next generation about it.
CmdrFly said:
Unified lighting? Unified shadowing? Real-time dynamic per-pixel lighting? I'm not sure about the last one, but the unified lights & shadows were huge advances. This is Doom3 obviously. If Doom4 existed, I'd bank any amount of money on Id pushing the envelope with that too.
Ok so it has a nice light-linking system It's definatly not light baking. Which has been done several times over awhile back. None of that is new. Per pixel lighting is sweet, usually it's supose to work with pre pixel bump mapping for a reactive bump map to lighting. The Lighting in Doom 3 is no new effect. Just damn well done. Every light source projects a shadow, why other games don't do this... lazy i guess. It would be better if it has soft shadows to say the least. the hard edges still get high grade due to the intensity of the light sources on the most part.
CmdrFly said:
Absolutely. But any game shooting for Game of the Year will not be built in less than a year, barring mutant employees capable of 20-hour days non-stop for 11 months. Any game shooting for top spot has to plan for the future hardware, which I think we've agreed on.
For the graphics award and hardware achievement award. Agreed.
Anttaru said:
Getting max results on a 256 GPU is very time consuming. Developers know that putting the most effort in making a highend game on a 256mb GPU is costly because of the extended period of time needed to create the game.
CmdrFly said:
Care to elaborate? Games do not need to be told how to handle video RAM, the GPU will do that if the game won't. For lack of a better example, Half-Life 1 would benefit from a 512mb card even though Valve never told it to. The GPU will just keep more textures in local RAM rather than passing to system RAM.
I said Max results. Half-Life as most PC games is not an effort exclusive to the highest GPU. It is held by back the consumers who are running older GPUs.
Max results (In the sense of the word) would mean making smoother poly meshes, more geometry all together, and utalizing pixel shders and lighting, and radiosity and GL, diffuse specular lighting filters each source casting it's own shadows that adjust in softness, (maybe done with raytracing, todays GPUs are putting out very baked results) Real time motion blurr i have yet to see, will it happen this era ? probably. real time Depth of feild... because you know you never had real time depth focusing, only cheat sheets for instant background blurr. Atleast make one that can fade this time.
CmdrFly said:
If you were an enthusiast with a decent job, you'd be replacing that fairly soon. I don't mean this as a personal attack by any means, I don't know if you're an enthusiast nor do I know if you're employed / in school / etc. But nerd instinct would be to upgrade from a 9550 in the near future, what with DX10 on the horizon and the obvious benefits of PCI-E (as far as I know, none of ATI's 9xxx series were available on PCI-E - correct me if I'm wrong).
My 256 is still doing it for me. It's never had a problem ever and it just dosn't lag. Upgrading now i would not notice any difference in performance, i would only wait and wait and wait until one day i can look at a 512 cap and say, yeah i can do that.
I do want a 512. Not too badly though. When i'm facing render times i cannot handle at home, i'll get one then.
CmdrFly said:
I won't start dabbling in console speak, I'm not a big fan of them. Which platform has the best games is not in the scope of my discussion here. PCs will always have the most capability, and when we're talking about next-gen games made be reputable and knowledgeable developers, they will make sure that any of their PC-using customers will be able to put all their expensive hardware to full use regardless of how far away the release date for their game is. Good game developers will step out of bounds. Oblivion, Doom3, HL2, and for some reason NWN2 are all prime examples - you need unnatural power to run these games at max.
Ok but i though i'd mention this cause the Console gets what the PC kinda robs itself of.
Because the console does not cater to any lower ends whatsoever as it does for it's solo top end. Consoles are the ones that walk away with better graphics. On a PC you have you're hardware configuration that does nothing for the mesh work which results in lower polygonal meshes.. Lower than they should be if you desire the max. PC games alot have alot of technical issues, most if not all PC games recommend what brand of graphic card to use. Consoles get more games than PC and more effort into making games are put into the games going to the console.
CmdrFly said:
7 years ago, 128mb graphics cards did not exist.
Geforce3 "Ti 200" Serise was released late 2001. Now it's December 13, 07. (Making such a long post on my birthday (._.)
CmdrFly said:
On top of that, who wants to use minimum hardware specs for 2-3 years?
Most people choose not to upgrade everytime. This is why you're PC games are not taking full advantage of it's capabilities.
CmdrFly said:
There's more to hardware than that. 256mb GPUs 10 years from now will include DX10, 11, and probably 12 support. He buys a 256mb card today, he'll still have to buy another one down the road.
He will have to, if he chooses to go the 9 or 10 years from now. It's not a bad deal, we only live once. ^^