Anttaru said:
Depends on the game. Some games will have alot of software running in the background for various simulations. Gravity, particles for smoke and explosions and a list of other attributes will be well done in this new parallel manner. I'm sure some games will still be made simple though.
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.
Anttaru said:
Depending on the software and hardware. A simple custom program for a company would indeed be cheaper than the development of a highend CPU.
As above, I'm not talking about these programs. I've ignored all business scenarios for my points. Strictly games and gaming hardware.
Anttaru said:
Software is definatly cheaper to mass prouduce. But you gotta remember, more advanced software is really comprised it's past successors. From what i know of Maya, it would take 1 man 700 years to write the software if he did it all on his own. Maya like otther software is a version of it's past releases. Upgraded and moded. Operating systems arn't really made from complete scratch anymore either. Because such software generates income before it is further advanced, It's difficult to compare it's cost to the development of hardware, which is made from scratch.
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.
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.
Anttaru said:
I'd blame Win98. The Hardware did last longer than 3 years though.
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.
Anttaru said:
Which would mean Hardware is made to accommodate Software.
Yes, my mistake. Misunderstood your original statement.
Anttaru said:
Without advanced software, the advanced hardware can never show face. What is a GPU without the invention of 3D software ? 3D software is also ready to work with any GPU to be as fast as the GPU can work.
Which is ultimately one of the points I was driving in my previous post.
Anttaru said:
The current era is calling for real time rendering. Software cannot be seperated from Hardware especially in the gaming world.
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.
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.
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.
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.
Anttaru said:
Just like last generation, developers already had their games in the making prior to release. There are many reasons why consoles themselves have deadlines to meet.
Again, one of the points I was pushing. Game devs are hard at work before hardware is released.
Anttaru said:
That should tell you something.
It doesn't. Our voices are not translating well to text.
Anttaru said:
500 Megs of uncompressed textures won't mean the game will mash anything that can possibly be done on a 256. That game also runs well on 64MB GPUs. Just not in that high manner.
Never said 512mb was required to play the game. Just to properly administer UH.
Anttaru said:
You'd be surprised how long video game and animation comapnies go without upgrading their hardware. Using Konami as reference again, those guys did all their modeling using the SGI 02, Even then it was lightyears behind the PC. I think they still use them too.
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 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.
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.
Anttaru said:
It's clear we are talking about the games with the most horsepower. Wii has tons of power, yet they lean towards a more traditional way of developing games for it. Part of the Wii's success is riding on how quick games will be released for it.
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.
Anttaru said:
Doom is a simple game. Nothing complexed or next generation about it.
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.
Anttaru said:
Not all games take long to complete either. Now if you're talking about Gran Turismo you'd mention how each car takes them 6 monthes average just to model and apply it to the game engine. I think most of it is getting the model to work with the engine cause i can straight up tell you it does not take 6 monthes for a professional modeler to model 1 car.
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.
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.
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.
Anttaru said:
I had my Radeon 9550 for a little over a year now. Next year will be year 3 for me.
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).
Anttaru said:
We'll see the best games on the consoles, as always. Todays consoles are comprised of 256MB GPUs. Game developers do not step out of bounds when developing games for the PC. Yes there are a few titles that support a minimum of 256MB, but those same games also have 2 other versions runnig on the consoles.
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.
Anttaru said:
I think in 2 more years 128MB will be the minimum requirement giving it a 9 year run on the PC and still going as minimal requirement for more to come.
7 years ago, 128mb graphics cards did not exist. On top of that, who wants to use
minimum hardware specs for 2-3 years?
Anttaru said:
256Mb GPU will reach the 10 year mark in the PC. Already 1 year has passed, so make it 9 now.
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.