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Localizing High-End Games for Low-End Machines

CowboyRobot writes "Intel engineer Dean Macri has an article at ACM Queue listing the challenges in designing PC games that will run on very different processors. PCs vary widely in their performance, and if game developers design only for the high-end, they limit their market. The article lists specific tips on how to guarantee that even old slow machine can run new games, such as 'the number of triangles used to create the trunks and branches could vary based on the available processor and graphics hardware performance', 'replace the clothing on characters in a game with actual geometry that separates the clothes from the underlying character model', and for simulating ocean waves, having low-end systems rely on basic sine waves while higher-end machines use more sophisticated methods."

345 comments

  1. yeah by Anonymous Coward · · Score: 0

    isn't this why hardware sells?

    1. Re:yeah by Anonymous Coward · · Score: 0

      Exactly! There was a study like two years ago (it was on C|Net) that showed there was only about a 10% performance hit if a 3d game was written in Java! Since the video cards are going to be doing all the work, and since they are the same across multiple architectures, it should be them that programmers should be coding to. And the fact that there are already standards like OpenGL and Direct3D means that that isn't much of an issue anyways.

      The author just wants to get people to pay attention to him so he can sell ads on the website. Its a no-issue.

    2. Re:yeah by Anonymous Coward · · Score: 0

      I read the same article when it was out. But this article is about getting low-end machines to play games. This means you got to optimize the fuck out of it. And the author pretty much focuses on using different methods for the same game depending on how fast your processor (in the video card) is.

    3. Re:yeah by SphericalCrusher · · Score: 1

      Yeah, but for older models, it's really hard to find hardware... especially the kind that is no longer developed. I think they are looking at older systems running games than lower-end-newer systems.

      But yes, this is one of the main reasons video cards sell. That and monitors, harddrives, RAM, sound cards, speakers, etc...

      --
      "Instant gratification takes too long." - Carrie Fisher
    4. Re:yeah by superpulpsicle · · Score: 3, Insightful

      I agree.

      PC games keep pushing the limit higher and higher for requirements.

      Consoles are equally as bad now. Don't they have PS3, XBOX2 etc coming out in 2 years.

      Imagine having the buy a new house every 4 years because your furniture is not compatible. This is the gaming industry tactics.

    5. Re:yeah by Anonymous Coward · · Score: 1, Insightful

      > Imagine having the buy a new house every 4 years because your furniture is not compatible. This is the gaming industry tactics.

      If I could get buy a new house for $300 and couches were $50 each, I'd be quite thrilled.

    6. Re:yeah by Anonymous Coward · · Score: 0

      Not quite true as my PS1 games work fine on my PS2.

  2. frust post by Anonymous Coward · · Score: 4, Funny

    'replace the clothing on characters in a game with actual geometry that separates the clothes from the underlying character model'

    This actually sound like a pretty good idea. Hey, I got one too. Perhaps they could just leave out the clothes completely on low end machines? .. come to think of it, I might be playing the next Tomb Raider on my Pentium 133. Half a frame a sec is fine if it gives me half a chance to ogle Lara's buttcrack.

    1. Re:frust post by LostCluster · · Score: 4, Funny

      This actually sound like a pretty good idea. Hey, I got one too. Perhaps they could just leave out the clothes completely on low end machines? .. come to think of it, I might be playing the next Tomb Raider on my Pentium 133. Half a frame a sec is fine if it gives me half a chance to ogle Lara's buttcrack.

      TechTV's X-Play show once had a funny piece of video from a pre-release build of a Tomb Raider game for a console. There was a bug in the camera-angle determination at a certain point that accidently put the camera inside Lara's head, about where the brain should have been. The resulting display proved that Lara's head is indeed hollow.

    2. Re:frust post by 0racle · · Score: 1

      That wasn't a pre-release bug, its in the final product.

      --
      "I use a Mac because I'm just better than you are."
    3. Re:frust post by Anonymous Coward · · Score: 1, Funny

      She has a head? I completely missed that one!

    4. Re:frust post by ScrewMaster · · Score: 5, Funny

      No, they just relocated her frontal lobes.

      --
      The higher the technology, the sharper that two-edged sword.
    5. Re:frust post by Billly+Gates · · Score: 1

      I played tombraider on a p166 fine. The secret was a vodoo1 card by 3dfx.

    6. Re:frust post by Anonymous Coward · · Score: 0

      Hate to tell you this, but that wasn't the prerelease. That was the final product.

    7. Re:frust post by BinaryOpty · · Score: 1

      That wasn't a pre-release, that was the final version of Tomb Raider: Angel of Darkness. (That's not a joke, it's the truth.)

  3. Graceful Degradation by LostCluster · · Score: 4, Interesting

    It's easy to say what you want to do when you have unlimited processor resources. But when you don't, you'd rather your program not crash or totally freeze. Especially in a game environment, throwing the little things overboard first will leave the main gameplay elements in tact and still leave a playable game.

    Yeah, it means extra programmer work on the design side because you're going to have to design a "smart version" and a "dumb version" for the effects you want to downgrade. You'll also have to select how you're going to measure system resources, and at what level of resources will the changeover for smart to dumb happen for each element. It's work, but I think it's an investment with a payoff.

    The keyword is "graceful degradation". Take away the elements that contribute to the "wow factor" for the power user but the low-power user won't really miss. Background elements are the key thing you should be thinking about, especially ones that'll never have much direct impact on the outcome of game situations.

    It's all about raising the spread between your "minimum" and "looks best on" system requirements. You want to get the minimum as close to the floor as possible, while having the high-end features will create great demo installations and really sell your game to the high-end fans. The more people who can enjoy your game, the more copies you'll sell, and therefore the more money you'll make. You remember money, right? It's the whole reason games are written anyway...

    1. Re:Graceful Degradation by ergo98 · · Score: 5, Insightful

      The keyword is "graceful degradation". Take away the elements that contribute to the "wow factor" for the power user but the low-power user won't really miss.

      Of course there's a flipside to this -- people with low-end machines invariably crank up all of the settings and then complain when it runs at 5fps (this happens all the time with current games, many of which do have detail sliders setting various levels of detail. Some games, like Operation Flashpoint, let you set a desired framerate and it varies the geometry complexity to try to maintain it). Alternately if the visuals are totally automatic people will complain that it looks like crap on their machine but looks great on someone else's machine.

    2. Re:Graceful Degradation by LostCluster · · Score: 3, Insightful

      At which point, their friend will try to suggest the other friend needs to upgrade. :)

    3. Re:Graceful Degradation by Anonymous Coward · · Score: 0

      At which point, their friend will try to suggest the other friend needs to upgrade. :)

      Last time I did this, for no apparent reason this annoying jingle sounded.

      De Di duh da

      Completely cutting out all other sounds , t'was most disturbing.

    4. Re:Graceful Degradation by HD+Webdev · · Score: 1, Redundant

      The keyword is "graceful degradation". Take away the elements that contribute to the "wow factor" for the power user but the low-power user won't really miss.

      It's nice to see things like this "MinDesiredFrameRate= in game .ini files. It looks like the developer is trying to balance 'wow' vs playability.

      --
      This is not a dream, not a dream...we are transmitting from the year 1-9-9-9.
    5. Re:Graceful Degradation by Wellmont · · Score: 3, Insightful

      " you're going to have to design a "smart version" and a "dumb version" for the effects you want to downgrade"

      The main point I think the article is trying to make is, that rather then developers making the change, making it easier to do in the environment. (eg, DirectX knows it's going to flop performance so it opts for a different way to produce the effects). Which isn't built into current Graphic development environments.

      But needless to say hardware and software manufacturers are happy to sell multiple systems to a single user inside of 5 years. And we all know it's the hardware industry that controls the software. We're not going to see the kind of "graceful degredation" like Half Life 2 promised and never will deliver, isntead we're going to see Half Life 2 bundled with new graphics cards to encourage you to buy 400 - 500 dollar upgrades.

    6. Re:Graceful Degradation by Anonymous Coward · · Score: 0
      This is not "graceful degradation". Graceful degradation refers to a series of simplification steps as the conditions fall increasingly short of optimum. Sure, fast mode/slow mode is the degenerate case of graceful degradation, but it is the degenerate case and not a graceful degradation of graceful degradation.

      The article and your comment would have been better had this been about graceful degradation.

    7. Re:Graceful Degradation by Anonymous Coward · · Score: 0

      And we all know it's the hardware industry that controls the software.

      People who have money for hardware also have money to buy games. If you have a 3 year old system, chances are you were just planning to pirate it.

      Plus game reviewers usually have the latest hardware, and give bad reviews to games that don't take advantage of it.

    8. Re:Graceful Degradation by Mac+Degger · · Score: 1

      I doubt it; it's software that sells hardware, not the other way 'round.

      Look at UT2004: it runs on most anything, from crummy laptops to high-end pc's and mac's. Only difference being the eye-candy.
      Fact is, most games already try to cater to the low end aswell as the high end; the only games targeted specifically at the highend are limiting their sales...and publishers know it, so they'll come down hard on most any develloper that only targets the high end (id being the notable exception).

      --
      -- Waht? Tehr's a preveiw buottn?
    9. Re:Graceful Degradation by Anonymous Coward · · Score: 1, Insightful

      people with low-end machines invariably crank up all of the settings and then complain...

      So just because the world is full of idiots, the ones with at least half a brain but not a machine less that 6 months old should suffer? Interesting logic. I can't say I agree with, or even feel sympathy for, neither the standpoint nor logic, but I still find it interesting - not to say fascinating.

      ... when it runs at 5fps

      5? Try 0.25 - 1.9.

      The simple fact is that game programmers of today are unfortunately "polluted" by having access to only state-of-the-art machines, why they don't even see the performance problems. 1GB of RAM with several GB/s of bandwidth and a CPU capable of cranking out 3.000.000.000 instructions/second is the only thing they see.

      If you approach a game publisher, or even some game development companies for that matter, with issues like "playability on not top-notch machines" you get the same blank stare as if you tried to explain TCP/IP to an AOL'er. Not even if you mention the "bottom-line" argument, that if they worked a little harder making the game playable on a wider range of machines they'd sell more copies.

      Let's face it, they simply don't care about neither users nor long-term. Heck, many of'em are even unable to release properly tested code. We basically pay for beta-quality and after that are assumed to have broadband connections to get patch after patch after...

    10. Re:Graceful Degradation by SFBwian · · Score: 1
      Yes, except Doom3 is supposedly designed to be run just fine with most settings of detail enabled on a system around a gigahertz processor paired with a geforce3 video card. It would be playable on the original geforce256, with low detail settings.

      So ID isn't even an exception, they just know what they're doing to make it playable on practically anything on the market now, and a good bit of old hardware as well.

      --
      I'm looking to get rich. I've got steps #2 (????) and #3 (PROFIT!) planned out, but am having trouble coming up with #1.
    11. Re:Graceful Degradation by mrogers · · Score: 1

      I thought games were written to train us for a future war against aliens, demons, Nazis, Russians, terrorists, counter-terrorists and multi-coloured falling blocks?

    12. Re:Graceful Degradation by drinkypoo · · Score: 1

      If you just use Multires techniques (the engine removes one vertex at a time from a model until it is down to an acceptable complexity, and adds them back in as it gets more important, which is to say you get closer to it, or focus on it, or zoom in on it) then you can get quite good results using no other methods. Of course it would not hurt to combine multires with other techniques for culling polygons, so that you could more rapidly reduce the amount of geometry you have to draw. The basic premise is that when something gets far enough away it might be a three-vertex poly, but because it's so far away you'll never know. The more video card capacity you have available, the more complex objects are free to become. You start everything with a very high resolution model and the engine will automatically simplify it to match the scene. You can of course design your actor models with hints in them to say which polys to remove first but a good multires system makes that largely unnecessary.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    13. Re:Graceful Degradation by poot_rootbeer · · Score: 1

      we're going to see Half Life 2 bundled with new graphics cards to encourage you to buy 400 - 500 dollar upgrades.

      Hmm... should I spend this $500 on a new accessory for my PC, or should I buy all three 5th-generation consoles instead?

  4. woo by nomadic · · Score: 5, Funny

    PCs vary widely in their performance

    This is why I come to slashdot, the deep technological information you can't get anywhere else.

  5. Old Hardware... by Anonymous Coward · · Score: 4, Funny

    Like the X-Box?

    1. Re:Old Hardware... by Anonymous Coward · · Score: 0

      If X-Box hardware was old, playstation 2 would be ancient

    2. Re:Old Hardware... by gilesjuk · · Score: 4, Informative

      Might be moderated as funny, but a 64MB Pentium III box with some old NVidia 3D chip is fairly low end these days. The difference is the games are optimised for that CPU and 3D chip.

    3. Re:Old Hardware... by cbreaker · · Score: 2, Insightful

      And, the hardware is optimized to work with each other more closely then a normal PC.

      AND, you run your xbox at 640x480 for the most part since this is what your average TV will display.

      --
      - It's not the Macs I hate. It's Digg users. -
    4. Re:Old Hardware... by irokitt · · Score: 1

      Not only that, but your TV is interlaced, isn't it?

      --
      If my answers frighten you, stop asking scary questions.
    5. Re:Old Hardware... by Andrea_from_Arg · · Score: 1

      He means that the components (IDE/video) communicate faster with the CPU and the bus

      --
      :: Andrea ::
      Anime Wallpapers
    6. Re:Old Hardware... by cfuse · · Score: 1
      Might be moderated as funny, but a 64MB Pentium III box with some old NVidia 3D chip is fairly low end these days.

      Good enough for linux though.

    7. Re:Old Hardware... by Anonymous Coward · · Score: 0

      Every game developed for xbox seems small and clustraphobic compared to pc games. Xbox games suffer hugely from the 64meg limit.

    8. Re:Old Hardware... by cbreaker · · Score: 1

      Yea, but the xbox tries to render at 60 full fps anyways. Most games will run 480p if you use the HD kit and they don't run any different. They look a bunch better though.

      --
      - It's not the Macs I hate. It's Digg users. -
    9. Re:Old Hardware... by NortWind · · Score: 1
      hardware is optimized to work with each other more closely then a normal PC
      The CPU and video chip work more closely because they have to. There is only one memory bank. In a normal PC architecture, the video card has its own memory (usually more than 64MB these days) and can access it without putting the CPU into a wait state. It's a cheap architecture (actually the same idea as the PC-jr video/CPU memory!) but not good for performance at all.
    10. Re:Old Hardware... by TexVex · · Score: 2, Informative
      AND, you run your xbox at 640x480 for the most part since this is what your average TV will display.
      The XBOX does HDTV, which is much higher resolution and not interlaced to boot.
      --
      Fun with Anagarams! LADS HOST, SHALT DOS. HAS DOLTS. AD SLOTHS, HATS SOLD. ASS HO, LTD.
    11. Re:Old Hardware... by Renegrade · · Score: 1

      > It's a cheap architecture (actually the same idea as the PC-jr video/CPU memory!) but not good for performance at all.

      Actually, that's not true. Amiga machines used that to great advantage in the old days, and a P3 with a 133mhz front side bus doesn't have ANY other use for all that bandwidth anyways. Xboxen have RDRAM if I recall correctly, which is way beyond the old non-DDR SDRAM spec that the P3 was designed for. The memory probably gets bored waiting for the CPU. :P

      The upside of unified memory architecture (I do believe that's what SGI called it when they were going all nuts about it) is that the CPU has very, VERY direct access to the video memory, and the GPU has very, VERY direct access to the system memory, as they are one and the same...

      Of course, I suppose Xboxen don't have any "Fast RAM" (dedicated, CPU-only, seperate bus RAM) like the old Amigas, but still, it does work well enough for the Xbox.

      Of course, Xboxen don't have to worry about things like this article's topic, as they all have a perfectly uniform specification. Kinda handy when you don't have to cater to the P4 Extreme/Athlon64 market at the same time as the 386SX market.

    12. Re:Old Hardware... by Anonymous Coward · · Score: 0

      Yes, Halo, with its wide open levels with virtually nonexistant load times and epic battles feels small and claustrophobic. Not to mention games like Crimson Skies or even Ninja Gaiden. Thanks for the help, troll.

  6. Good old Atari... by vbdrummer0 · · Score: 2, Insightful

    I dunno...I'd still rather play Pong or Frogger than huge overdone games.

    1. Re:Good old Atari... by Anonymous Coward · · Score: 0

      Whatever. Why don't you sit down and play Pong right now and see how long before you get bored? I'm guessing 15 seconds, tops. What was novel in its day is now dull, and no amount of nostaligic wallowing is going to change that fact.

    2. Re:Good old Atari... by Anonymous Coward · · Score: 0

      Why don't you sit down and play Pong right now and see how long before you get bored? I'm guessing 15 seconds, tops.

      My god, look at how much damage MTV has done in such a short space of time.

      I remember back in the day throwing away days at a time watching that pixel bounce back and forth between the two 'bats'.

    3. Re:Good old Atari... by Anonymous Coward · · Score: 0

      Yeah, I remember it too, that's my point. How long could you watch it now? It's not MTV, it's just human nature for the novelty to wear off.

    4. Re:Good old Atari... by screwballicus · · Score: 4, Insightful

      I dunno...I'd still rather play Pong or Frogger than huge overdone games.

      Extremely obvious and predictable appeals to nostalgia seem to be really popular with mods on Slashdot.

      You'd rather play Frogger?

      Then my question is, for every person who claims they'd rather play Atari or any given classic system than a present day one, how many serious gamers who own both ACTUALLY spend more hours per week playing 1970s/1980s games than post 1990 ones over long periods.

      It's often said, but it's an extremely few who can back up their whistful nostalgic ponderings by citing that as the absolute reality of their gaming behaviour. Heck, I'm a serious collector of TI 99/4A parts and games, owning and coveting some virtually non-existent or prototype carts, and even I spend far more time on my newer systems than on the TI 99/4A (although I played Parsec for the TI 99 a bit this afternoon).

      I don't play it because it's better than my newer systems. It's not because it can compete. It's nostalgia.

      I don't have a problem with nostalgia, but I do contend against the idea that something like Super Monkey Ball 2 or Metroid Prime can be outdone in general by something like my favourite TI 99/4A games. The technology simply did not allow all the things that a new game can allow us to do. And some of those new thing are fun, and immersive. So I refuse to believe that absolutely all new computer/gaming technologies and techniques developed since the 2600 have been completely irrelevant to the advancement of gaming entertainment, and that, Frogger being just as much fun as present day games, we may as well just go back to coding CGA games in BASIC for all it matters.

    5. Re:Good old Atari... by Lord+Kano · · Score: 1

      I dunno...I'd still rather play Pong or Frogger than huge overdone games.

      Then maybe you should retire the bong. Your reaction times are WAY too slow.

      LK

      --
      "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
    6. Re:Good old Atari... by NortWind · · Score: 1
      What was novel in its day is now dull
      I'm playing "The Legend of Zelda: a Link To the Past" on my GBA these days. Sure it's an old game that came out first on Super-Nintendo. But it is still fun, even with flat graphics!
    7. Re:Good old Atari... by Endive4Ever · · Score: 1

      Not everybody's lives, or their gameplay, revolve around twitch-response games.

      --
      ---
    8. Re:Good old Atari... by Lord+Kano · · Score: 1

      RTS is now a "twitch-response" genre?

      LK

      --
      "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
    9. Re:Good old Atari... by Cynikal · · Score: 1

      i have a problem with nostalgia in video games.. i always think back to how many many many hours of fun i had with my snes crpgs.. but when i go back to them, i can only stand the slow game play, crappy gfx, and horrible sound for only an hour or two, and i give up in frustration...

      and it makes me sad.. like the song...

      Where are you going, my little console?
      turn around and you're new
      turn around and you're old and you suck
      turn around and you're selling for $2 at the flea market, and still no one will buy you

    10. Re:Good old Atari... by Anonymous Coward · · Score: 1, Interesting

      P4c 2.6gHz
      1 GB RAM
      ATI 9600XT 128 MB RAM

      Most played games:
      almost exclusively MAME,
      Peter Packrat (1986)
      Bump n' Jump
      Crystal Castles
      Time Bandits
      Anteater

      I've tried modern games, I find them too time consuming and boring.

    11. Re:Good old Atari... by dasunt · · Score: 1

      Then my question is, for every person who claims they'd rather play Atari or any given classic system than a present day one, how many serious gamers who own both ACTUALLY spend more hours per week playing 1970s/1980s games than post 1990 ones over long periods.

      rec.games.roguelike.nethack

      1980's era, although it has had regular updates throughout the years. Based heavily on rogue, which is much older.

      The players of nethack seem rather dedicated.

    12. Re:Good old Atari... by Kozar_The_Malignant · · Score: 1

      >Then my question is, for every person who claims they'd rather play Atari or any given classic system than a present day one, how many serious gamers who own both ACTUALLY spend more hours per week playing 1970s/1980s games than post 1990 ones over long periods.

      Darn few would be my guess. I've often said that it is games that drive most system upgrades, not production requirements. I do not need the video card in this machine for anything remotely related to word processing or number crunching. It, and all that RAM, are there primarily for games.

      That said, some games can be too complicated for the less than totally dedicated gamer. Age of Empires may be approaching that. I enjoy the game, but I don't have the time to master all of the subtlety in it. On the other hand, I was adicted to Xevious in my arcade days, and I still fire up MAME to play it occaisionally, but it is mostly for nostalgia and a quick fix. It doesn't keep my attention. If I want to fly around and shoot and bomb things, one of the combat flight sims is way better.

      Scaling the complexity of games' details is a great way to get them to run on various machines. Someone mentioned that not everyone would be aware of or take advantage of that option. Too bad, it's still a good idea. Dialing stuff back until you get a decent frame rate is where a lot of people live. I'm just glad not to be one of them anymore.

      --
      Some mornings it's hardly worth chewing through the restraints to get out of bed.
    13. Re:Good old Atari... by ultranova · · Score: 1
      i have a problem with nostalgia in video games.. i always think back to how many many many hours of fun i had with my snes crpgs.. but when i go back to them, i can only stand the slow game play, crappy gfx, and horrible sound for only an hour or two, and i give up in frustration

      Go get ZSnes.

      Filters do wonders for graphics, turning pixelated mess into crisp, clean, detailed images. Sound comes trough fine on modern soundcards - in fact, both WinAmp and XMMS have SNES SPC plugins available, allowing one to play those tunes through them.

      For control, I use Gravis Gamepad Pro, which happens to have the excat same button placement as the SNES pad with two extra buttons - and, as it happens, also works perfectly with various Playstation emulators.

      Emulation quality isn't a problem nowadays either - everything I've thrown to ZSnes has worked perfectly, with two expections (which I believe to be because of corrupted ROM images).

      It even has a fast forward button for speeding the emulation through slow moments ;).

      The best games I have are played through the emulator; it isn't nostalgia (can't be, because I first played most of them with the emulator), it's simple fact.

      On the bad side, the Linux port apparently has more hardware requirements than the Windows version, and even a small slowdown is quite visible with these games :(

      Where are you going, my little console?
      turn around and you're new
      turn around and you're old and you suck
      turn around and you're selling for $2 at the flea market, and still no one will buy you

      As it happens, I sold my old 8-bit NES a few years ago for about 5 dollars...

      And yes, I have a NES emulator too :). Playstation emulator, too, but it taxes my poor 1 GHz Duron to its limits ;(...

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    14. Re:Good old Atari... by Knx · · Score: 1

      I dunno...I'd still rather play Pong or Frogger than huge overdone games.

      It's not a problem. Once the rules described in this article are applied to 'Virtua Tennis 2', the slightly simplified version that you get on a VCS 2600 is likely to be very close to 'Pong'.

      --
      The problem with Slashdot memes is that YOU INSENSITIVE CLOD!
    15. Re:Good old Atari... by poot_rootbeer · · Score: 2, Funny

      how many serious gamers who own both ACTUALLY spend more hours per week playing 1970s/1980s games than post 1990 ones over long periods

      This, of course, assumes that the enjoyment of a game can be measured by number of hours played. If this were the case, Everquesties must live in a state of constant orgasm.

    16. Re:Good old Atari... by Anonymous Coward · · Score: 0

      I prefer SNES9x to ZSNES. Also, that NES emu of which you speak better be FCE Ultra.

    17. Re:Good old Atari... by Endive4Ever · · Score: 1

      You said, and I quote: "Your reaction times are WAY too slow."

      --
      ---
    18. Re:Good old Atari... by Colazar · · Score: 1

      Ahh Parsec. That one was indeed fun. What I remember about it was being sad that I didn't have a joystick, and having to use the keyboard commands for everything. And then I played in a Parsec tournament, and discovered that if you used the joystick, you could only move half as fast. I ended up scoring 10x as many points as the person in second place, cause I ditched the joystick and had much better control. Hated those invisible ships.

      --
      He decided to just watch the government, and kind of scale it down to size, and run his life that way. --Laurie Anderson
    19. Re:Good old Atari... by Lord+Kano · · Score: 1

      Kohan, or C&C Generals require better reation times than Pong.

      --
      "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
  7. Gosh. by Anonymous Coward · · Score: 3, Insightful

    I remember when games were about gameplay.

    1. Re:Gosh. by Anonymous Coward · · Score: 0

      Boy,

      You must be very old then. ;)

    2. Re:Gosh. by miu · · Score: 2, Insightful
      I remember when games were about gameplay.

      Good AI, effects, music, and so on will not make a game fun to play by themselves, but which was more immersive and memorable: a 'M' rushing at the your '@' in Angband or Diablo announcing your doom and hitting you with a lightening blast followed by an explosion of flame?

      The rogue-like games and Diablo are basically the same game, but Diablo is more fun because of the addition of graphics and sound to a core fun game. Some games (Dungeon Siege) have the graphics and sound, but lack core gameplay - it takes both gameplay and sense candy to make a fun video game.

      --

      [Set Cain on fire and steal his lute.]
    3. Re:Gosh. by sniepre · · Score: 2, Interesting

      What the hell is that supposed to mean? This whole thread is about "gameplay" ... when you purchase a game, you want it to perform adequately for proper interaction and playability.. Like on a SNES or any other console system, you have a unified platform for which to develop so you know you are not producing a product which will not function properly on some home machines, but.. for PC development, you really have to cover alot of bases in order to get your product playable on a majority of your customers machines.

      Remember that game Total Annihilation from Cavedog? When that came out it was pushing the limits of PCs at that time, and even had a "RAM" box when setting up multiplayer games so you could boot the kid who only had 32 mb when you wanted to play a 64mb map.. .That is scalability and being designed for use on multiple level platforms. I still to this day enjoy that game, but, it allowed you to tweak the graphics to turn off advanced effects, reduce the screen resolution, and held you accountable for your machine stats when playing multiplayer online for the better of all involved. I think this is kinda more of the point that is being made here.

      --
      Is not life a hundred times too short for us to bore ourselves? -Friedrich Wilhelm Nietzsche
    4. Re:Gosh. by frankthechicken · · Score: 5, Insightful

      I remember when games were about gameplay.

      I swear this is the biggest fallacy ever.

      Have you actually gone back and played those old games recently?

      For me games are very much like old comedy shows and jokes, because they're old, I've heard all the jokes before. In games, I've played all those old school games, I've heard the joke done to death and only gain enjoyment from the reminiscence.

      Game genres have gone through evolution after evolution, each generation extracting and developing upon succesful ideas until we are at the current state.

      Look at Pole Position, compare it to Outrun, and then Burnout, the evolution is obvious. Each game has kept the same gameplay fundamentals and expanded/improved upon them. Of course the increase in hardware performance has helped, but I would say that if the hardware was available at the time of Pole Position was made with none of the history of the racing game, we would have seen Pole Position simply with flashier graphics.

    5. Re:Gosh. by Anonymous Coward · · Score: 0

      Diablo more fun than games like NetHack and Angband? Only if you've got the attention span of a 4 year old.

      Diablo got old after about 20 minutes of play. I can still fire up NetHack after all these years and have fun playing it for hours.

      Look at the old Infocom adventure games. They didn't need graphics to be amazing games either.

    6. Re:Gosh. by miu · · Score: 1
      Diablo more fun than games like NetHack and Angband? Only if you've got the attention span of a 4 year old.

      Well that's like, your opinion, Man. Rogue-like games still have some nostalgic charm, but that is pretty much it. Diablo had more depth than any of those games except NetHack, the genre itself gets old unless you are in the mood for some mindless fun - but it is fun.

      --

      [Set Cain on fire and steal his lute.]
    7. Re:Gosh. by sketerpot · · Score: 1

      I remember when people gave examples to back up their assertions rather than just repeating that single sentence.

    8. Re:Gosh. by great+throwdini · · Score: 3, Interesting
      Diablo had more depth than any of those games except NetHack.

      Actually, understood in terms of game mechanics, the depth of Diablo (either release, with or without exapansions) is less than that found in most modern, "completed" roguelikes (many are extended programming exercises that never attain full realization). It's about on par with seminal games of the genre.

      The only depth to be found in Diablo that exceeds a typical roguelike is to be found in the plotting of the storyline. Apart from ADOM, there really aren't (m)any roguelikes with a cohesive, multipart plot - apart from "slay foo" or "retrieve bar".

      But returning to game mechanics, Diablo is incredibly atrophied compared to the average roguelike. Diablo II compares a bit more favorably, but still misses the mark. Not a bad thing, as more often than not, roguelikes tend to choke on their complexities, leading to woeful imbalance/inconsistency or excessive demand on gamers to grok the system as presented to make any headway at all (NetHack).

    9. Re:Gosh. by fitten · · Score: 1

      I still play TA from time to time.

    10. Re:Gosh. by highwindarea · · Score: 1

      I find myself using my imagination a lot more when I'm playing nethack or something similiar. The graphics in diablo are nice but my mind has a way better resoloution.

      --
      I think this internet thing sounds like a good idea
    11. Re:Gosh. by UnassumingLocalGuy · · Score: 1

      You're crazy man. Pole Position had the GREATEST damage realism EVAR!!!1 I mean, you hit a car, and you blew up! You hit a bush, and you blew up! You hit a sign, and you blew up! It's so awesomely realistic!!!!1ONE!!!

      (Well, it's realistic if you drive a Pinto)

      --
      "Hu, ho, ho-ah-oh-oh-oh. Hu, ho ho-ah-oh-oh-oh. Mario Paint! Whoaaa!"
    12. Re:Gosh. by screwballicus · · Score: 1

      I remember when games were about gameplay.

      Just accepting your assertion for the sake of argument, I'm going to ask,

      What is gameplay, and is it all there is to a game?

      Is gameplay just mechanics? Because if so, I disagree that gaming should be "about mechanics" to the implied exclusion of other things.

      Many a nostalgic geek likes to claim that graphics are unimportant. I disagree.

      As an example, Chrono Trigger is regarded as one of the greatest RPGs of all time, if not the greatest.

      You know what the first thing that occurred to me when I recently replayed it was? Faces. The character config screen had portraits for its characters. Having recently played Dragon Warrior and Zelda II on my NES, it suddenly occurred to me how incredibly important this was to me. There was a time when that resolution and colour depth of art simply wasn't possible. And at that time, whether or not the greatest coders on the planet were coding Chrono Trigger, I would not have been able to look into the eyes of Marle and see a character there, and have a face to put to that character.

      Imagination is all well and good, but you need a starting point. To be honest, I don't put a face to the Dragon Warrior, of that original game's fame. Crono has a face. And that's important.

      I realise this seems a bit abstruse, but it's my standard example of how graphics are, and have to be important to the development of gaming. There are a hundred other examples one might come up with, but for those who deny the importance of graphical technologies in principle, those are examples that need to be stated.

    13. Re:Gosh. by spir0 · · Score: 1

      I remember when games were about bashing the sit out of your fire button.

      --
      The reason girls and Windows users don't understand UNIX is because all the documentation is in Man files.
    14. Re:Gosh. by dasunt · · Score: 3, Insightful

      Not a bad thing, as more often than not, roguelikes tend to choke on their complexities, leading to woeful imbalance/inconsistency or excessive demand on gamers to grok the system as presented to make any headway at all (NetHack).

      Part of the perceived "imbalance" of Nethack (and a lot of other roguelikes) is that, in the roguelikes, often the best tactic is to run away.

      Being a frequent reader of rec.games.roguelike.nethack, I notice that the ascention posts tend to include a lot of fleeing. There also tends to be a lot of "I'm avoiding level 15, due to a polymorph trap/arch lich problem, and level 19 due to a nymph that stole my fully charged wand of death."

      A lot of other games don't teach the fine art of running for your life. A lot of other games allow you to be more careless with your character's life.

      In short, there's a severe lack of paranoia that roguelikes demand.

    15. Re:Gosh. by Anonymous Coward · · Score: 0

      Racing games is one of the few categories that actually has improved gameplay as hardware speed has improved. It's not only better graphics, but also more realistic simulation. I don't think I would load up pole position, but I do play Wizard of Wor and The Great Gianna Sisters from time to time - not often, but when I do, it's FUN.

    16. Re:Gosh. by TwistedGreen · · Score: 1

      Two words:

      ADVENTURE GAMES.

  8. Tyrian by Anonymous Coward · · Score: 1, Funny

    The original is the greatest game. I like all the old games the best, where you just point and shoot, all the high end games have no point.

    1. Re:Tyrian by quantum+bit · · Score: 1

      Not to mention the millions of hidden features in that game. I wasted many hours just playing the 'secret' Scorched Earth clone embedded in it...

    2. Re:Tyrian by afxgrin · · Score: 1

      thank you for reminding of that game. That was an EXCELLENT game. I loved the multiplayer feature of that game.

    3. Re:Tyrian by Mitchell+Mebane · · Score: 1

      Not to mention it was damn funny. :)

      You can get Tyrian 2000 from Home of the Underdogs. The ads aren't quite as funny, but it's still the same great gameplay.

      It works in DOSBox 0.61, but is slow and sound is buggered. Runs fine in Virtual PC. For a special bonus, go into the setup program, select graphics detail, and press W. Wild detail, baby!

      --

      The roots of education are bitter, but the fruit is sweet.
      --Aristotle
    4. Re:Tyrian by Anonymous Coward · · Score: 0

      DOSBox? Do you mean dosemu? Or is that some win32 program?
      If you're talking about dosemu, you need to upgrade, cause even Debian/stable has v1.0.2 :-)
      Not sure if Tyrian runs on it though. Don't have time to try right now. Anyone know?

    5. Re:Tyrian by Anonymous Coward · · Score: 0

      dosbox is another(more multimedia oriented) dos emulator you freak...

    6. Re:Tyrian by proj_2501 · · Score: 1

      what is this 'home of the underdogs'? the only copy of tyrian i've seen is the demo version on my uncle's dead computer

    7. Re:Tyrian by Mitchell+Mebane · · Score: 1

      DOSBox is a PC emulator, sort of like Bochs, but designed explicitly for running DOS games.

      --

      The roots of education are bitter, but the fruit is sweet.
      --Aristotle
    8. Re:Tyrian by Mitchell+Mebane · · Score: 1

      Home of the Underdogs

      You could've, I dunno, Googled it. :P

      --

      The roots of education are bitter, but the fruit is sweet.
      --Aristotle
  9. WooHoo! by Anonymous Coward · · Score: 2, Funny

    Now my brand-new computer will have a usable life of more than 3 weeks, think of all the money I'll save, and thus spend on new games!

    1. Re:WooHoo! by afidel · · Score: 2, Insightful

      I've had my PC for over 3 years now, and with an upgrade to the video card it still plays everything I've thrown at it. Of course I can only play Silent Storm at 1024*768 with no AA and medium graphics quality, but that's the point, allow gracefull degredation and even 3 year old PC's can play. The same game will bring todays fastest processors and GPU's to their knees at max quality, so the engine should still look good in a couple years. With game development times as long as they are today you have to design things like this if you want to look decent at launch let alone after a bit of time.

      --
      There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
  10. No market for this by Ars-Fartsica · · Score: 4, Insightful

    This would require an incredible amount of engineering support for practically no payoff.

    1. Re:No market for this by eggstasy · · Score: 4, Insightful

      You need to go and play some more games. Most modern games run fine on my 3 year old computer... if I play at 640*480 with all the bloated eye candy turned off. OTOH, really ancient games such as the first Unreal, which I've only recently played through, looked as good as new! I could turn on all the eye candy available in the game and then some more in my graphics card settings.
      Modern games have amazing scalability even if they arent programmed in a special way. Simple graphics options like resolution, anisotropic filtering and anti-aliasing can be turned on and off according to how well your PC's horsepower matches the resources demanded by the game, and that doesnt even require any programming effort.
      Having said that, a number of modern games automatically adjust LOD as needed. Sacrifice, Black & White, Second Life... dynamic LOD is not exactly rocket science and it can bring dramatic improvements to how much stuff you can cram into a scene.

    2. Re:No market for this by Anonymous Coward · · Score: 0

      Practically no payoff? How about widening your market from just people with top of the line equipment to people that are "equipment-challenged"?

    3. Re:No market for this by ScrewMaster · · Score: 1

      Well, there's an interesting aspect to this. People that like to play 3D games typically manage to acquire better hardware: it isn't that expensive any more and games are often the only reason these people even have a computer. Those that aren't into 3D gaming have no reason to bother upgrading their equipment and aren't a market for your game anyway. Consequently, the people that you are targeting for your product tend to be the people that already have powerful computers. I suspect that expending significant development dollars on graceful degradation would quickly reach the point of diminishing returns, and that the game vendors have already figured this out.

      --
      The higher the technology, the sharper that two-edged sword.
    4. Re:No market for this by Anonymous Coward · · Score: 1, Interesting

      There _is_ a payoff, because a majority of game producers use this idea. Those free video players on your computer use optimizations like this in order for faster and smoother processing. It creates a better, higher quality enviroment.

      Most games today are real time simulations. Remember the days when you had to use a Cray to do something like that? Well, the only way some games can be created for earthly computers is to have well-engineered solutions. You can't just slap down code to make a game like halo (gasp-but its slow you say), deus ex, or warcraft; there is engineering behind these things. Making an optimal game engine that provides quality gaming across multiple enviroments is inherent in producing a good game that can be shared with others.
      I could create a game that only ran on a 128 processor blade machine, but guess what, even if it is the best game in the world, no one else would be able to experience it. To provide an anolgy, I could write a book in some made up language, or I could write it in a language that is avaliable to others.

    5. Re:No market for this by Rinikusu · · Score: 1

      I dunno about the latest greatest, but I play Everquest quite a bit, and each successive "expansion" seems to tax my system more and more. I'm running a dual PIII 750mhz machine on a server mobo (PC100 ECC Registered RAM), AGP 2x, (PCI 2.0x non-compliant, however. No 32-bit cardbus adaptors for me.. Have to use a 16bit ISA PCMCIA adaptor for my wifi) and a more "modern" graphics card: nVidia Ti4200 128megs DDR that I can't fully take advantage of (AGP 8x). However, despite this, EQ still plays pretty good with the expected slowdowns in heavy traffic areas. Also tried with Neverwinter Nights and Morrowind with great results. Hell, I'm also able to use Maya rather well. Anyway, just stating that every game I've thrown at my machine run just fine, as well. Now if they'd just update some of the older games to run on WinXP/2k and I'd be happy.

      --
      If you were me, you'd be good lookin'. - six string samurai
    6. Re:No market for this by plover · · Score: 1
      Well said!

      However, I think the point of this discussion is that some "low-end" computer owners acquire a 3D game, play it for a while, and get to enjoy it. Then one day they see it running on a 3GHz box with a top-end graphics card on Tech TV or at a friend's house, and say "Wow, you mean this is what it looks like on a fast computer? I gotta get me some of that!"

      They then run out and buy a new computer. If they choose one based on the P4, they then drop several dollars into Intel's coffers.

      Remember who authored the original article: Intel.

      I'm not claiming conspiracy, or anything else nefarious here. I'm just pointing out that it's in Intel's best interests to get as many people as possible hooked on beautiful graphics, because that translates directly into bottom line sales. And I can tell you from personal experience that getting people hooked on the low-end graphical version of a great game does directly translate into hardware sales. Unfortunately for Intel, I upgraded my AMD chips to faster AMD chips, but the idea is the same.

      --
      John
  11. a couple things one could do. by nuckin+futs · · Score: 2, Insightful

    use openGL
    open the source
    maybe folks itching to play the game without spending money will figure out how to port it to their machines.

    1. Re:a couple things one could do. by Anonymous Coward · · Score: 0

      cannot really open source games... well any multiplayer game.. releasing there source would obviously ruin the game... Making cheats would be 1000X easier... but for single player games it would work. But a successful opensource multiplayer game, is well, impossible

    2. Re:a couple things one could do. by Anonymous Coward · · Score: 0

      Ahh, the joys of security through obscurity.

    3. Re:a couple things one could do. by tono · · Score: 1

      Except you have to figure in how much money you've lost by tinkering with said game to port it to your machine. My time is worth a lot more than zero dollars an hour. So you're not spending money, but you're certainly losing a lot more than 50 bucks by porting it for free.

      --
      cheese logs keep my wang warm at night.
    4. Re:a couple things one could do. by Kenja · · Score: 1
      "open the source"

      Or you could just go out of business right away and save time.

      --

      "Have you ever thought about just turning off the TV, sitting down with your kids, and hitting them?"
    5. Re:a couple things one could do. by Anonymous Coward · · Score: 0

      No one said the content had to be open-sourced. Games are just semi-interactive movies, and it would be better if they used open source engines. Does every movie on DVD come with its own proprietary player app? The reason the movie industry succeeds is that people can develop content that will play on a standard platform. 3D games could enjoy the same effect.

    6. Re:a couple things one could do. by Anonymous Coward · · Score: 0
      My time is worth a lot more than zero dollars an hour.

      Then why are you spending it posting on slashdot?
    7. Re:a couple things one could do. by tono · · Score: 1

      Waiting for my wife to call so I can pick her up to get dinner. That and unhealthy boredom.

      --
      cheese logs keep my wang warm at night.
    8. Re:a couple things one could do. by woodhouse · · Score: 2, Insightful

      So the after years of engine development time, paying scores of programmers, companies should be just give their technology away for free to anyone who wants it. After all, technology has no value, right? You should tell that to Valve. I bet if they knew that instead of selling millions of copies of Half-life to counter-strike players they could just give the engine away to the developers of CS instead, they'd just jump at the chance. The magic fairy people could then pay valve software with mystical golden pennies, and we'd all live happily ever after in a beautiful open-source utopia.

    9. Re:a couple things one could do. by Geoffreyerffoeg · · Score: 1

      > maybe folks itching to play the game without spending money will figure out how to port it to their machines.

      And definitely folks itching to play the game without spending money - and using standard hardware - will provide no monetary incentive for the game's existence.

      Open source is great and all, but the world economy is largely market-based/capitalist. You don't get an open-source meal or clothing or housing, do you? Then why expect people's hard work for years to be made free?

      Listen up: open source is not the be-all and end-all of everything related to software. Many people make a living off writing software.

    10. Re:a couple things one could do. by NortWind · · Score: 1
      So the after years of engine development time, paying scores of programmers, companies should be just give their technology away for free to anyone who wants it.
      That's already happening to a large extent. A lot of the work of 3D drawing is handled in the OpenGL drivers (or Direct3D drivers if you want to write for only one platform.) Anybody can use these technologies "for free", and they do. The game industry still brings in more money than the movie industry, in spite of this give-away.
    11. Re:a couple things one could do. by TrancePhreak · · Score: 1

      Direct3D is supported by more than one platform, but as far as the non-console gaming market is concerned, it's the one that makes the money.

      --

      -]Phreak Out[-
    12. Re:a couple things one could do. by Anonymous Coward · · Score: 0

      If your time is worth that much, perhaps you should stop wasting it playing games.

    13. Re:a couple things one could do. by woodhouse · · Score: 1

      Using a standard API to access common features of graphics cards is not the same as giving away an engine. There is a lot more 3D graphics and games than than just chucking some triangles at the framebuffer. Even id Software, who GPLed the Quake and Quake 2 engines, don't give away their new technology. Doing so would be suicidal.

  12. Doom 3? by Trejkaz · · Score: 5, Insightful

    Next generation games like Doom 3 and Half-Life 2 will allegedly scale to meet these sort of demands. And as long as the engine and development tools are written with scaleability in mind, the challenge should be far less for the game developer (assuming they can afford the engine!)

    --
    Karma: It's all a bunch of tree-huggin' hippy crap!
    1. Re:Doom 3? by LostCluster · · Score: 5, Funny

      Has anybody seen the minimum system req's for Duke Nukem Forever?

    2. Re:Doom 3? by Seoulstriker · · Score: 1, Insightful

      Apparently you haven't seen the benchmarks for HL2. Apparently only top-notch DX9 cards can run the damn thing.

      Who cares, anyways?

      HL2 was definitely NOT made with scalability in mind.

      --
      I am defenseless. Use your button. Mod me down with all of your hatred.
    3. Re:Doom 3? by Unregistered · · Score: 1

      It'll run on most any computer made after Judgement day with no problem. The issue will be os support. It will only support Windows NTLCL (No two combinations left), Mac OS XXX, with a linux 2.154.x (or higher) port "in the works"

    4. Re:Doom 3? by Billly+Gates · · Score: 3, Funny

      Yes it requires Gnu/Hurd stable 1.0 when it comes it out.

    5. Re:Doom 3? by wideBlueSkies · · Score: 1

      It was a Pentium 75 with 16 mg RAM and 8mg of Video Ram.

      I think the Matrox Millenium was right in the zone for DNF graphics.

      Jeez, I remember back in the day that all the game mags, and the online community were talking about the race between DNF and Unreal (Quake had been released at this point). Which game had what feature, who's level editor would be better, yadda, yadda, yadda.

      Looking back, it seems that all the fuss (while great, I really liked the hype and the speculation), was for nothing. Unreal came out late, minus a couple of features, and was worth the wait. DNF as we all know is currently minus every feature.

      But it'll be out "when it's done dammit."

      wbs.

      --
      Huh?
    6. Re:Doom 3? by Hi_2k · · Score: 1

      A time machine, to take you to 2110 when it comes out.

      --
      When life gives you crap, Make Crapade.
      Sluggy Freelance.
    7. Re:Doom 3? by Bender+Unit+22 · · Score: 2, Insightful

      "But it'll be out "when it's done dammit."
      Someone at their office should stand up and say, "It's dead, Jim"

    8. Re:Doom 3? by Monkelectric · · Score: 1

      You can be sure they will be posted here when they are avaliable. (for the record I think DNF is a joke)

      --

      Religion is a gateway psychosis. -- Dave Foley

    9. Re:Doom 3? by wideBlueSkies · · Score: 1

      >>Someone at their office should stand up and say, "It's dead, Jim"

      I can't figure out why they carry on this charade. It's been 7 whole years. Perhaps they should kill DNF, and announce a new game using whatever tech it is they're building on these days. Make the game good, earn some respect in the community (which they are lacking), and earn a couple of bucks to keep the company going. In parallel to this, they should rethink the next Duke game, using new technology, and set some realistic goals for it.

      just my 2 cents.

      wbs.

      --
      Huh?
    10. Re:Doom 3? by Anonymous Coward · · Score: 0

      they'll be released when it's done...

      =)

    11. Re:Doom 3? by JFMulder · · Score: 1

      The person you replied to said next-generation 3d engines, while Duke Nukem Forever is next-next-next-next-generation 3d engine.

    12. Re:Doom 3? by fredrikj · · Score: 2, Funny

      A time machine, to take you to 2110 when it comes out.

      We'll all be laughing at that statement in 2638.

    13. Re:Doom 3? by foobrain · · Score: 1

      16mg of RAM and 8mg of VRAM?

      I wonder when they'll start shipping 1kg RAMs... :~~~

    14. Re:Doom 3? by showler · · Score: 1

      Depends on what you are aiming for. Most of the benches that were released were for full DX9 precision, full effects. If you turn down the settings (or let the game choose) you can play HL2 decently on anything from a DX7/pIII and up.

    15. Re:Doom 3? by KEVINWASH1 · · Score: 1

      In anticipation of the components that will be in use when it is anticipated to be out, the minimum system requirements have been announced to be the following:

      800 terahertz Intel Pentium XLIV
      2 terabytes of RAM
      500 gigabytes of VRAM
      Virtual reality suit and helmet
      Direct telepathic link for online play, up to 10 million people in a game
      A SWMUD-ROM drive (Super Wonderful Magnificent Ultra Disc-ROM drive)
      DirectX 666
      1 terabit sound card
      Windows RG

    16. Re:Doom 3? by mog007 · · Score: 1

      3drealms isn't in very much financial trouble, they have their hands in the Max Payne series, and that's doing quite well, I believe Max Payne 3 has been announced. After playing MP2 though, I wish they'd have spent that time in DNF.

    17. Re:Doom 3? by Mitchell+Mebane · · Score: 1

      I heard it would only run on Skynet. :(

      --

      The roots of education are bitter, but the fruit is sweet.
      --Aristotle
    18. Re:Doom 3? by dbc001 · · Score: 1

      Maybe you haven't heard yet - 3D Realms has signed an exclusive deal with Infinum Labs and will be available only on the Infinium Phantom next-gen console. Sorry to disappoint all you PC-gamers out there...

    19. Re:Doom 3? by argStyopa · · Score: 1

      Has anybody seen the minimum system req's for Duke Nukem Forever?

      I believe at this point it's "Imagination 1.0"?

      --
      -Styopa
    20. Re:Doom 3? by Anonymous Coward · · Score: 0

      A time machine

  13. As a programmer... by SisyphusShrugged · · Score: 3, Informative

    As a game programmer and developer http://igerard.com, I have worked with a number of systems that scale to the specs of the system. Most recently I have worked with the Torque Engine, which has some scaling capability, and with my own engines (although they usually dont require so much processing power).

    As a gamer, I have always had a laptop, as I move around so much, and I am very impressed by the scaling capability I have seen in recent games (Medal of Honor: Call of Duty, Morrowind) which have worked fine on my meager 32mb Mobility Radeon graphics card)

    1. Re:As a programmer... by spir0 · · Score: 1

      dude, you're so old school. a measly 32meg gfx card? how ever do you toast your bread?

      --
      The reason girls and Windows users don't understand UNIX is because all the documentation is in Man files.
    2. Re:As a programmer... by Mac+Degger · · Score: 1

      Morrowwind, scalable? Oh, you mean 'ran like crap on any system due to lack of occlusion culling'!

      --
      -- Waht? Tehr's a preveiw buottn?
  14. Same game, but different play per PC speed? by dealsites · · Score: 2, Insightful

    This sounds good, until the low-end people realize they are missing out of many of the important graphics that others are seeing. Sure it would be nice for everyone to be able to run the game, but I think most people would want to fully experience the games. I think this idea would fall apart on online multiplayer games. In a FPS, I would prefer to have as much detail as possible. Of course the low-end machine gamers will be shooting at the moving block instead of seeing a fully rendered opponent.

    --
    Real-time deal updates

    1. Re:Same game, but different play per PC speed? by Zycom · · Score: 1

      I think they would prefer crappy visuals to no game whatsoever or a game that so bogs down their system its unplayable. If they care so much about the pretty pictures they can upgrade their computers, otherwise they'll still get most of the same gameplay without the need to be constantly shelling out money for the latest upgrades.

    2. Re:Same game, but different play per PC speed? by Planesdragon · · Score: 1

      but I think most people would want to fully experience the games.

      And to do that, they'll buy a better PC.

    3. Re:Same game, but different play per PC speed? by gl4ss · · Score: 1

      that might just lead to realizing it sooner if the game is pure crap gameplay wise.

      most people that play all day long have the gfx quirks turned down anyways on online games, since most of the time they're just extra eyecandy that doesn't matter and sometimes even gets in the way of that perfect sniping shot.

      most people want to fully experience games sure, but most people would rather not use another 600-1000$ to upgrade their box from few years back just because games manufacturers don't want to do any games for so "old" pc's, as if pc's would gain syphilis or something when they age 3 years(note, they don't! the games could be as good as ever!).

      especially when nowadays most of the enhancements in games are purely graphical in nature, and gameplay wise it could have been made quite easily for a pc from year 2000.

      --
      world was created 5 seconds before this post as it is.
    4. Re:Same game, but different play per PC speed? by Tei · · Score: 1

      MP gamers deactivate any eyecandy the games have to play better has posible and with the ridiculous higuer posible frames per second

      gamers will LOVE anithing to exchange eyecandy for speed, speed is very important to win others gamers :D

      --

      -Woof woof woof!

    5. Re:Same game, but different play per PC speed? by bigredlemon · · Score: 0

      Most online players want as little eye candy as possible. You'd be surprised how many times i've lost enemies in the tall grass in Enemy Territory. :-(

      Oh yea, the higher your FPS, the further you can jump in the Quake3 engine.

  15. Why would they? by Kenshin · · Score: 5, Insightful

    Why would they bother optimising games for low-end hardware? We all know that software drives sales of hardware.

    Hell, look at most of the hot games coming out: they have marketing deals with the graphics card makers.

    --

    Does it make you happy you're so strange?

    1. Re:Why would they? by LostCluster · · Score: 2, Insightful

      Because your game would have to meet the Killer App threshhold... your application is so good it justify not just the purchase of itself but the hardware platform needed to run it. By being willing to run on low-end hardware, you don't have to drive the sales of hardware anymore, and your actual cost to the consumer goes all to you.

    2. Re:Why would they? by tono · · Score: 2, Informative

      You just answered your own question without realizing it. They program scalability in games so that someone with a slow computer can still play it, and then turn up all the graphics options and see how very beautiful it was on a high end machine. Consumer will then want said high end machine to play said game with all options turned on at more than slideshow rates. Think about when quake3 came out and most people could play the game at it's minimum requirements fairly well, but then you bought new hardware to take advantage of the rest of the special FX. I know I did.

      --
      cheese logs keep my wang warm at night.
  16. Obvious? by tarzan353 · · Score: 5, Interesting

    Isn't this stating the obvious? Of course you could do this to speed games up, but all of these factors require longer development time.

    With the rushed nature of game development, I don't think game companies are that worried about this. It raises development costs without paying out much- most gamers keep up with the latest video card, processor, etc., and won't benefit from this.

    The type of computer user that doesn't upgrade their system very often is the same user that doesn't buy very many games.

    If these games were open source projects, these sorts of enhancements could be possible. Since the code is open and shared, some guy with a low-end machine wants better performance, so he writes simpler algorithms to emulate the real ones. When you build your own copy, you just pick which optimization level you want to be at.

    1. Re:Obvious? by notreallynas · · Score: 1
      If these games were open source projects, these sorts of enhancements could be possible. Since the code is open and shared, some guy with a low-end machine wants better performance, so he writes simpler algorithms to emulate the real ones. When you build your own copy, you just pick which optimization level you want to be at.

      If these games were open source projects, we wouldn't have to worry about these questions at all, because there would be no high detail textures to render on old hardware. Most high end games that go open source choose to make only the engines available freely, not the large amounts of data which make up such a huge portion of a game's total cost of production. We still need to buy the games to get the neccesary data, and the open source engine that has been optimized for a low-end machine will probably still choke on the high detail graphic data purchased from the games' original publisher.

    2. Re:Obvious? by Renraku · · Score: 1

      In other news, Joe Sixpack totally fucks up the complex weather physics and animal behavior in Deer Hunter 25.

      Not everyone cares about games that much. How many people--how many nerds--have the patience required to sit around and revise algos for one game so it'll have a few fps more?

      --
      Job? I don't have time to get a job! Who will sit around and bitch about being broke and unemployed then?
    3. Re:Obvious? by Mac+Degger · · Score: 1

      Sorry, but games are scalable...they have to be, becuase in contrast to what you post /most gamers do not have high end systems/! Only the hardcore gamer (who makes up a small part of the total gameplaying public) has a highend cpu, lotsa ram and a spanking vidcard.

      So to sell lotsa copies and earn lotsa money, games have to be, and are, scalable. Why do you think you can turn off all those gfx options, set lower resolutions, use smaller textures etc etc etc?

      --
      -- Waht? Tehr's a preveiw buottn?
  17. Make it configurable by tcopeland · · Score: 4, Insightful

    Instead of trying to do super-duper processor detection degradation stuff, let the player choose levels of detail and such-like.

    That way he can choose whatever's important to him... if he's a big fan of realistic trees, let 'em have it at the cost of slower AI or whatever.

    1. Re:Make it configurable by Anonymous Coward · · Score: 1, Insightful

      And have thousands of newbs wining about low performance because they dont look at documentation or dont bother messing with settings? Halo ring any bells?
      Or even a better example, how about most of the early Unreal series?

  18. User tuning. by eddy · · Score: 2, Interesting

    Don't forget to expose these options to the user. Games a pretty good at this nowadays, but it's pretty important that there's some way for the user to actually decide these things, they shouldn't all be left up to 'timing loops' and 'hardware IDs'.

    Not only do some gamers perfer framerate over display details or vice-versa, but it's also important for the future where the same game might meet with hardware that is literally 10 times as fast as the state-of-the-art at the time it was released.

    --
    Belief is the currency of delusion.
    1. Re:User tuning. by Anonymous Coward · · Score: 0

      Oh thanks for the tip, we always cruise slashdot looking for these things you know, so its very good you made such an acure observation.

      Regards,

      -Valve

    2. Re:User tuning. by Anonymous Coward · · Score: 0

      sorry - that should be acute, not acure.

    3. Re:User tuning. by LostCluster · · Score: 1

      Nah, users will expect to be able to turn on all of the checkboxes and still have it work on their system. Some switches are best left behind the curtain, even at an interactive show.

    4. Re:User tuning. by Anonymous Coward · · Score: 0

      Oh thanks for the tip, we always
      cruise slashdot looking for these things you know, so its very good you made such an acure observation.

      Regards,

      -Valve

      Guess you guys missed the one I posted years ago on slashdot about Outlook and clicking on attachments? Or was it the one about keeping up with patches you forgot to read about on slashdot?

      Let us know.

    5. Re:User tuning. by Anonymous Coward · · Score: 0

      You actually thought that was Valve responding? You are a God-damned idiot if so.

    6. Re:User tuning. by SFBwian · · Score: 1
      Which is why some games do this. Serious Sam comes to mind as having preset scripts included with the game that it auto-loads on first running of the game with a graphics card. It's not 'smart', in the sense that the developers had to create these on their own, but the base functionality is there. It loads what they felt was an optimal setup for graphics cards at the time (running from TNT's to Geforce2 and various ATI, Voodoo, Matrox, etc. hardware).

      The user could then change settings based on what they liked, plus save/load scripts (just like the ones that were preloaded before), or load a preset. The extreme graphics detail script took care of hardware that wasn't out yet.

      The game also had some pretty powerful LOD variables for models and such, that the user could edit by hand, if you knew what you were doing.

      --
      I'm looking to get rich. I've got steps #2 (????) and #3 (PROFIT!) planned out, but am having trouble coming up with #1.
  19. Differences between the two by irokitt · · Score: 1

    I would expect that DOOM 3 will be better optimized than Half Life two. OpenGL just has a better tinker factor, and Carmack and Co. excel at tinkering. HL2, on the other hand, will rely on whatever scaling DirectX can offer, such as lowering the shader specs. DirectX is getting tighter, but it still depends on the programmer to optimize it properly, and since the HL2 programmers have been having problems already...

    --
    If my answers frighten you, stop asking scary questions.
    1. Re:Differences between the two by Anonymous Coward · · Score: 0

      Another factor is that Doom III has been in development so long that the original target specs (PIII-500 and a GeForce?) are now looking rather anemic

  20. Shooting for the middle by Anonymous Coward · · Score: 2, Insightful

    I dunno, it seems like making more generic algorithms -- ones that will draw quickly on diverse platforms -- would tend to limit the optimizations for the fastest machines. I.e., once you start coding algorithms with decisions based on processor speed you'll lose all the specific tweaks.

    Games already have a lot of features to make them playable on older hardware including resolution options, fog, shadows, detail level, etc.. Hardware also moves pretty quickly. By optimizing in the general case you'll also make it more playable on less recent hardware (the rising tide floats all boats). Plus, who's to say that games lose their appeal as fast as new hardware comes out? I still play Warcraft II because I enjoy the gameplay.

  21. UT2004 Software Renderer by Xenolith · · Score: 3, Informative

    There will be a software renderer built into UT2004. This means you don't need a 3D capable video card installed to play UT2004. It does help if you have beefy CPU if you use this mode, since that will be doing all the work. It isn't pretty, but at least you can play.

    --

    Journal
    1. Re:UT2004 Software Renderer by Anonymous Coward · · Score: 1, Insightful

      It might already exist, but I always wanted a software renderer for warcraft3, preferably if it was all 2d like warcraft2
      theres nothing more annoying than being ambushed by a large army and not being able to micromanage my troops because the mouse wont move

      sure, its pretty, but I prefer the gameplay over eye candy thanks.

    2. Re:UT2004 Software Renderer by Lehk228 · · Score: 3, Informative

      the unreal line of games have always scaled nicely to match the system, original UT was playable on a gateway astro 400celery with intel graphics and looked awesome if you put it on a nice system, 2k3 looks great on a radeon 9700pro 128meg agp but plays just fine on a gf2mx400 64meg pci.

      --
      Snowden and Manning are heroes.
    3. Re:UT2004 Software Renderer by Anonymous Coward · · Score: 0

      Really? I didn't didn't download the demo, because UT2k3 won't even run WITH 3D acceleration, just because I don't have the card the game wants.

  22. Valve Survey by MiceHead · · Score: 5, Interesting

    Valve has been conducting and publishing system specification surveys. It's interesting to see that the majority of their respondents are using GeForce 4 MX cards; I would have thought higher specs.

    The most annoying thing about detail controls in games is that it's unclear what you (the end-user) are changing when you tweak the knobs. As a developer of 3d applications, (who's guilty of same), I think I'll approach this in the future by giving users immediate feedback: "Here's what your scene will look like with low shadow detail. Here's how smoothly it'll run, on average."

    1. Re:Valve Survey by raodin · · Score: 1

      Its not a huge suprise - look at Valve's "current" games (this survey was conducted using Steam). You don't *need* a fast, modern card to run Half-Life.

    2. Re:Valve Survey by strider3700 · · Score: 1

      It's not too suprising. I'm still running a p3 700 which I upgraded the video card to a 9100 last year. I don't play a lot of games but really I've not seen anything that has actually been released that would make me upgrade. I currently intend to buy a new system when halflife 2 comes out, but until that actually happens I have no need to drop the cash. I know a few others that are in a similar situation. Nothing has come out that was impressive enough to demand an upgrade.

    3. Re:Valve Survey by Anonymous Coward · · Score: 0

      Yeah, a couple years ago, they did a similar survey and around 1/3 of CS players were still using software rendering.

    4. Re:Valve Survey by ndnet · · Score: 1

      Nah, this isn't a surprise. It's a powerful "GeeForce 4" yet doesn't add another $200 to the cost of your new computer. "Mah kid wonts one ah those GeeWhizBang 4s. This'll make 'em happy." How do they do it?

      Because of NVidia's slick name schema (MX will denote basically the same low-end card, no matter what generation), many people have prolly been duped. (Note to lawyers: There is little possibility to have a class-action suit - the card gives benchmarks right on the box and.... oh, who the hell am I kidding, sue away!)

      That said, also consider that this is a VALVE survey. Now, Valve games are popular, but they don't hit other segments, like those who play NASCAR games. I think that, in reality, these numbers are skewed for HL2's audience, and if we were able to see a real survey you'd see more MX cards, more ATI Rage Pro, and many more (but statistically hard-to-reconsile due to the differing names) integrated graphics.

  23. Methods by morganjharvey · · Score: 4, Funny

    and for simulating ocean waves, having low-end systems rely on basic sine waves while higher-end machines use more sophisticated methods.

    It looks better if you just use a cosine...

    1. Re:Methods by TheAxeMaster · · Score: 2, Funny

      tangent waves.....yeah!!!! Giant walls of water extending upwards and downwards into infinity!!

    2. Re:Methods by macgyvr64 · · Score: 1

      The downside of this type of method (although water doesn't particularly matter) would be the difference in geometry. What happens in a MP game where you combine the two high- and low-poly versions? Where does the game make the distinction?

      What if the surface is curved in the high end, but made of a few faces in the low end, and a bullet whizzes by..does the game side on the geometry of the high or low end system?

      I could be totally wrong about all of this. Just a thought.

    3. Re:Methods by random735 · · Score: 1

      that's a pretty good point, though one already experienced in a slightly different way with the physics of jumping in Quake, where depending your framerate, your jump distance varies...

    4. Re:Methods by Random832 · · Score: 1

      perhaps a third geometry (made of geometric primitives like cylinders and spheres, implemented by checking the distance to a central point / line segment) could be used for this?

      or just force downgrading to that of the slowest system

      --
      We've secretly replaced Slashdot with new Folgers Crystals - let's see if it notices.
  24. Charming by sjvn · · Score: 0, Insightful

    although the idea is of universal 3D action games that will play well on any platform, it's not going to fly.

    First, gamers Want the fastest possible speed on their platforms. They're the people driving the overclocking movement; who buy five grand, tricked out systems, and who also push the gaming industry. They're not going to buy games where there hardware and wideband net connections doesn't matter.

    Second, we've already have games that run on multiple platforms. They tend to be written in Java, Flash or other virtual machine style environments where the game designer can focus on the game and not the hardware. Unfortunately, those games tend to be slow, since VMs can never take full advanatage of any givem hardware environment. And slow, to all the gamers I know, means dull.

    So, nice ideas folks, but I don't expect any of them to matter in the real world of mainstream gaming designers or players.

    Steven

    1. Re:Charming by letdownjournals · · Score: 2, Insightful
      ... So the developers should tell everyone without the tricked-out five grand systems to get lost?

      Sounds like a dead-end street to me. There's a significant market out there (casual, rather than die-hard gamers) that doesn't want to spend hundreds or even thousands of dollars to upgrade their systems to maximize the gaming experience (or to be able to play the newest games at all.) A parent who just spent $1000 on a stock Costco computer, for example, is not going to hand their kid another five hundred bucks so he can optimize it to play Half Life 2.

    2. Re:Charming by An+Onerous+Coward · · Score: 1

      Perhaps I'm not X-treme enough for the gaming market. I'm looking for fun gameplay, an interesting storyline, and I want it to run smoothly on my current system without going to Alienware for an upgrade.

      The people driving the overclocking movement may buy a disproportionately large share of games per capita, but for every one of them, there are a hundred people who are just going to buy a good, relatively new system, and a thousand who just want to run the game without trading their firstborn for a new graphics card. Ignoring the sub-gigahertz crowd is just asking for financial ruin.

      Hy, I'm AOC. I can't tell the difference between 20 and 60 frames per second, and cent for cent my money is every bit as valuable as yours.

      --

      You want the truthiness? You can't handle the truthiness!

    3. Re:Charming by Anonymous Coward · · Score: 0
      Second, we've already have games that run on multiple platforms. They tend to be written in Java, Flash or other virtual machine style environments where the game designer can focus on the game and not the hardware. Unfortunately, those games tend to be slow, since VMs can never take full advanatage of any givem hardware environment. And slow, to all the gamers I know, means dull.
      I take it you've never heard of games like Quake, Unreal Tournament, Warcraft 3, America's Army, etc.? All of those run on multiple platforms, and certainly aren't written in Java!
    4. Re:Charming by SomeGuyFromCA · · Score: 2, Informative
      First, gamers Want the fastest possible speed on their platforms. They're the people driving the overclocking movement; who buy five grand, tricked out systems, and who also push the gaming industry. They're not going to buy games where there hardware and wideband net connections doesn't matter.


      Beg to differ. Businesses buy expensive systems to use as servers. The only reason you'd use that much money is top-flight hard disks, gigs of RAM, RAID arrays, etc. (See ArsTechnica's insane "God" Box ($10k!))

      It's eminently possible to put together the hardware for a very good gaming box for under a thousand, and an excellent one can be had with $1500-$2000.

      Just as an example:

      • Abit NF7-S off Pricewatch, about $90-100, depending on whether you pay tax.
      • Fry's regularly has an ECS board + Athlon chip (usually in the 2000 - 2400 range) for very good prices - keep the chip and eBay off the board for $35 or so.[0]
      • 2x512 of DDR333, about $100-$120.
      • Radeon 9600XT, $150 or so
      • It seems every week there's a CD-RW for next to nothing after MIR. Let's say $15.
      • Similiarly, it's usually possible to find something like a 160gb 7200RPM harddrive for $100 or so.
      • Not that a gaming box needs a DVD-ROM, but those run about $30.[1]
      • The onboard Soundstorm audio can work just fine, but so can a $50 card like the TBSC.
      • Case with decent 350w PSU, $50 or so.[2]
      • Maybe $150 or so for a good 17" CRT or even a 19" with rebate, if you find a nice one.
      • Allow $75 for misc stuff[3]
      • Throw in a $50 or so set of speakers.


      There, that's about $850. I said "under a thousand" for the hardware, right? That's lots of wiggle room for a second drive or better video card or whatever you feel the need for.

      Now, given that this is a gaming box, and the best OS for gaming on this hardware is Windows, I'm not going to zealot around and scream "Linux! Linux! Linux!" at you, but figure in an extra $200 even for XP Home non-update; Professional is $300. (But just because you run Windows doesn't mean you have to run Office - take a look at OpenOffice.) Add to that an antivirus program (NAV 2004 is $50 or so) and whatever else you consider necessary, and you're looking at about $1100-1200 done. A far far cry from $5000.

      And as a final point, I get plenty of games where my broadband connection doesn't matter. Some people still play singleplayer / offline games, and when I play MP, it's usually LAN.

      [0] The last one I saw was 2600 & board for $90.
      [1] Hell, a combo DVD-ROM/CD-RW runs about $60, if you have a minitower case.
      [2] Do not skimp on the case. Cheap ones both cut corners (I did a build the other week where the motherboard just barely fit in past the optidrives - there was less than a cm of room. $15 case, I should have known.) and have corners that cut. (/me shows off scars on hands from cheap cases)
      [3] Case fans, good cpuhsf, floppy drive if you want it, mouse, keyboard, etc.
      --
      if the answer isn't violence, neither is your silence / freedom of expression doesn't make it alright
    5. Re:Charming by EulerX07 · · Score: 1

      When you buy your parts at a local shop, the can sell you an OEM version of windows XP. Up north it's 138$ canadian for XP home, so I figure you could get it for around 100 US. It's only when you go to Best Buy and pick up a "full" version in a nice box on the shelves that you pay 299$ canadian (@futureshop.ca).

      And yes, that OEM version is "full", not an upgrade. Some shop will even sell you an OEM copy if you buy a hard drive, so I could buy a 120 gig Maxtor HD for 132$ canadian and get my XP OEM copy. HD + XP = 270$, 29$ less than at futureshop for the OS alone.

      Most people I knew when I was at the university simply used cracked copies, not very hard to find. I bought a copy with my new computer to save me the hassle of re-cracking it for service packs and such.

    6. Re:Charming by Anonymous Coward · · Score: 0

      > When you buy your parts at a local shop, they can sell you an OEM version of windows XP.

      They *can*, but they usually *won't*. Or they insist that you buy the major parts from them, which may end up ruining your deal-hunting.

      > And yes, that OEM version is "full", not an upgrade.

      Is there such a thing as an "upgrade" OEM version?

      > Most people I knew when I was at the university simply used cracked copies, not very hard to find.

      Well, yeah, and if you ambush a truck and steal some video cards, that reduces your cost somewhat as well. That shouldn't figure in a post about "Look how cheap parts are these days."

      > I bought a copy with my new computer to save me the hassle of re-cracking it for service packs and such.

      It's possible to *avoid* buying a copy of Windows with a new computer?

    7. Re:Charming by EulerX07 · · Score: 1

      I'll respond even though you're an obvious troll.

      They *can*, but they usually *won't*. Or they insist that you buy the major parts from them, which may end up ruining your deal-hunting.

      The retailers have rules they have to abide to for selling these OEM version. I'm guessing they'll lose the right to sell them if it's discovered they sell them without systems. I'll call my prices at all the local shops carrying parts, and buy the parts from the shop where the total for everything is the lowest, not drive around and spend 10 bucks of gas to save 5$ off my RAM. And they *will* sell me an OEM version.

      Is there such a thing as an "upgrade" OEM version?

      No, there isn't. That sentence was put there so that people would compare the OEM prices with "full" versions. I'm pretty sure you weren't asking, just trying to be sarcastic towards me. I gave you an answer nonetheless.

      Well, yeah, and if you ambush a truck and steal some video cards, that reduces your cost somewhat as well. That shouldn't figure in a post about "Look how cheap parts are these days."

      No need to bring out absurdities. I was merely expanding on the OS part of the parent post. The parent brought up several subjects, and I took up one for my response. The fact that a lot of people do used cracked copy of windows is spot-on for the conversation.

      It's possible to *avoid* buying a copy of Windows with a new computer?

      I've bought two computers in the last 8 months without windows, it is perfectly possible. I order all my parts, pick them up, pay for them and leave. I've never had a problem doing this in Canada.

    8. Re:Charming by SomeGuyFromCA · · Score: 1
      The rules may have changed since I worked in the biz; it's been a few years.

      As I recall...

      The retailers have rules they have to abide to for selling these OEM version. I'm guessing they'll lose the right to sell them if it's discovered they sell them without systems.

      You're sort of correct. MICROS~1 really likes it if OEM copies of Windows are sold with one-per-system type of hardware - IE CPU or board. Harddrive, like you cited, is borderline. Also, just because they need to sell you hardware X in order to sell you the OEM, doesn't mean they have to offer you the opportunity to buy an OEM copy with hardware X.

      And yes, they probably will lose the right to sell them if it's discovered they sell them without *hardware*. However, if it's discovered they sell a complete system bare, they may also lose the right to the OEM versions.

      I'll call my prices at all the local shops carrying parts, and buy the parts from the shop where the total for everything is the lowest, not drive around and spend 10 bucks of gas to save 5$ off my RAM. And they *will* sell me an OEM version.

      The rest of your post indicates you're in Canada; I'm in California. There aren't that many shops of the kind you cite left here, where you can walk in and leave with everything you need. (And the last time I did this, the RAM was more like spend $5 of gas to save $50-$60.) If you buy everything at one place, you are definitely missing out on a deal or two.

      And yes, they can sell you an OEM version under those circumstances. They don't have to offer it, nor do they have to force it on you. Unlike...

      I've bought two computers in the last 8 months without windows, it is perfectly possible. I order all my parts, pick them up, pay for them and leave.

      See, you didn't buy computers as in two complete system. You bought two complete system's worth of parts and put them together yourself. Subtle difference, but if you had the shop assemble it... well, remember when MICROS~1 basically told everyone they had an OEM deal with "You have two options. Either 100% of the systems you build go out with Windows licenses, or you lose your OEM version - and pricing - rights."? So therefore OEM had to put - and charge the customer for - Windows on every machine.

      By just buying the parts, and not the system as assembled and software installed by the OEM, you probably ducked that bit of the language in their agreement.

      Now, the anti-MICROS~1 view of this is that they abused their monopoly to ensure its dominance. If an OEM was to sell even one bare - or Linux - machine, the cost for the rest of their systems would pop up by $100+, and they faced the poisonous dilemma of absorbing the extra expense or raising prices.

      The Microsoft sympathetic view is this: Linux on the desktop is far far in the minority now, and was even more so then. The great likelyhood was that any bare system would have pirated (cracked, warez, keygenned, corporate, take your pick) Windows installed.

      Speaking of which,

      The fact that a lot of people do used cracked copy of windows is spot-on for the conversation.

      Yes, but I can't suggest that, just like I can't suggest hijacking a truck, as the AC exampled.
      --
      if the answer isn't violence, neither is your silence / freedom of expression doesn't make it alright
    9. Re:Charming by EulerX07 · · Score: 1

      Just to clarify a few points, I do live in Canada. Those systems were bought separately, but invoiced by the company as a system sold. I just dodged assembly cost by doing it myself, altough I also do that because I love putting them together.

      I rarely see prices vary more than 5% between different shops. I usually check www.canadacomputers.com, www.microbytes.com and www.lcimtl.com, and use those prices to compare with various shops. When you check those prices just remember that it's in canadian $, and factor in no shipping.

      Thanks for the clarifications for OEMs, altough the rules might differ a little in Canada.

  25. A certain amount of luck... by kikibobo · · Score: 2, Interesting

    I lead the graphics effort on The Sims, and for us, there was a lot of luck involved. Most people don't think of The Sims as terribly cutting edge graphics-wise, but at the time we were trying to do something that a lot of people told us wouldn't work (software 3d rendering into a rich z-buffered background). I put a huge amount of effort in to making the game playable on a 200MHz MMX PC, which it barely was. In the end I think we got lucky...by the time it shipped, that was a definite sweet spot in the market. And it did manage to sell a fair number of copies, though probably not for that reason. :)

    Rumor has it The Sims has driven up the price of RAM. We didn't spend nearly enough time optimizing how it would use RAM with hundreds or thousands of new objects added to the game, and from what I hear hardcore players are happy enough without high-spec CPUs, but they all like a gig or more of RAM.

    1. Re:A certain amount of luck... by inflex · · Score: 1

      I for one find TheSims with every expansion pack installed and every darn extra downloaded from the internet awfully slow to load up - but okay once running. However, my wife, whom is the Sims fan is now in a pool of tears since TheSims2 is delayed in its release. She's addicted... badly. I just hope that TheSims2 will cope okay on a Radeon 9200SE.

      Now, when is TheSims2 /really/ coming out! (Please hurry, the drugs could wear off at any time and my wife will commence her programmer-killing spree ---- I'll probably be her first victim, as I'm also a programmer and tried to explain to her why software often slips in release date... HURRY!)

    2. Re:A certain amount of luck... by cheekyboy · · Score: 1

      That was the only thing that sucked about the game, that it DIDNT USE any 3d hardware, so on a powerfull machine, it still ran like a crap PC, but a bit faster.

      But all that had to be done was what quake1/2 did, and have a software renderer built in, or use DX/OGL.

      This is where the sims failed in the technical arena.

      I did hear it was HELL to port sims to the mac since so much of the code had win32 specific calls in places (no macros or layers or C++ classes), and also lots of endian specific stuff.

      --
      Liberty freedom are no1, not dicks in suits.
    3. Re:A certain amount of luck... by kikibobo · · Score: 1

      Well...we wanted to make use of 3d hardware, but what we were doing with the z-buffer just didn't work very well on a huge number of accelerator cards. We ended up focusing on making it playable in software (using DirectX's software renderer for the characters, by the way, and a bunch of different customer blitters for alpha-blended z-pixels).

      There was one final horrific stretch to make the scrolling work...I was working at home, I had to come in to the office for a meeting, and rushed out, claiming the graphics engine was in pieces all over my apartment, and I had to get back before I forgot how to put it all back together. After I checked that stuff in, Don Hopkins said something like, "boy you really unstuck the scrolling, thanks!"

      Sorry you think it "failed." Most people would like to fail that way. :)

      It was definitely hard to port it to Mac...we didn't wrap the DX stuff well at all. I still feel bad about that.

  26. Graphics cieling by TheAxeMaster · · Score: 2, Interesting

    Don't forget the article on slashdot the other day that was a rant from a guy who said that games were approaching the graphics cieling in terms of quality. At some point the required PC specs will nearly stop moving upward, then people will catch up . So maybe then in the near future when games can't be much prettier than Doom 3 is supposed to be, the developers will be able to basically stop designing for such things and concentrate on game content. I mean, if you've played or seen the Doom 3 alpha demo (and most of you should have, if not, for shame) How much prettier do gamers demand games to be? I think we are very close to the graphics cieling now....

    1. Re:Graphics cieling by Anonymous Coward · · Score: 0

      We reached a ceiling at the end of DirectX8, and now there are games coming out like Doom 3 and HL2 that are breaking the current crop of graphics cards. Saying we will eventually get as fast as we can get is true, if you want to wait until infinity becomes a date.

    2. Re:Graphics cieling by caseih · · Score: 1

      Graphics ceiling? No way. Even today's FPS 3-d graphics look rather bad, really. Too many aritificial-looking polygon edges, obviously flat textures, and so on. Upping the polygon count is helping that, and we sure haven't reached the ceiling on polygon count. Just because an older game doesn't look much better than a modern game doesn't mean we've reached the limit in what we can do. It actually just means our graphics rendering and systems still have a longs ways to go.

  27. It's The Graphics Card Stupid by Belgand · · Score: 4, Informative

    Increasingly I've seen the reliance on a better graphics card to significantly improve frame-rates the most. Take my current box, in the past few months I just upgraded my PIII 450 from '99 to a P4 2.6 800Mhz FSB. RAM went from an initial 128MB to 320 MB SDRAM last year into 512 MB DDR dual-channel now. The overall improvement in gaming has been limited though. Yes, things do run much better than they did in the past. Massive numbers of units and other computationally intensive tasks have obviously seen the most improvment, but the graphics card is holding everything back.

    I'm using a GeForce2 GTS from '00 at present and I certainly feel it. Vice City can drop to a crawl at times and other games need the graphics options knocked back quite a bit in some cases. While the $300 I spent on motherboard and processor upgrades are noticed the same amount of money needs to be put into a graphics card to really notice an improvement in frame rate and for almost all intents and purposes, actual improved performance.

    The graphics card is increasingly becoming a major (not to mention expensive) bottleneck that needs to be upgraded on a much faster path than the rest of the system to stay competitive. The only advantage here is that in many cases a weak processor can be enormously helped in some cases by a cutting-edge graphics card.

    While the article has a lot to say on this topic and it's certainly one of the easiest changes to implement scalability in it can still be a problem in many cases and should perhaps be addressed more seriously. Graphics technology, moreso than any other part of the computer is really what's driving gaming these days and should be watched closely to keep it in check.

    1. Re:It's The Graphics Card Stupid by angle_slam · · Score: 1

      People who say graphics cards are too expensive spend too much effort looking at top of the line cards instead of mid-line cards. Yes, a Radeon 9800 costs $300-400. But a 9600 only costs $150. Even a Radeon 9000 would be a vast improvement over a Geforce 2.

    2. Re:It's The Graphics Card Stupid by Belgand · · Score: 1

      It's all about longevity. If you buy a mid-line card it'll only be competitive for about half as long at which point you eventually end up spending either the same amount or more.

    3. Re:It's The Graphics Card Stupid by angle_slam · · Score: 1

      So what if the graphics card lasts half as long. You can buy a 9600 now for $150. Then replace it in two years for another $150 when Doom 4 comes out. Still cheaper than buying a $300 card now. Besides a 9800 is overkill until Doom 3/Half-Life 2 come out anyway, unless you have a 21" monitor running at 1600x1200. Anything less, and a 9600 can run perfectly fine (again, until Doom 3/Half-Life 2.) It will certainly run GTA fine, which I ran on my GeForce 4200 and 1Ghz Athlon without any problems. Plus, original poster said that he was using a 4 year old card. After 4 years, any card is an improvement.

  28. Some games do this by activesynapsis · · Score: 3, Informative
    Rise of Nations already does this, so maybe this trend is already starting. In RoN, the video card, memory, and CPU get grades (A, B, C, D, F) and the details/# of polys used is throttled down based on the grades. Of course, even with most things down the game still uses 256 megs of ram due to the sheer amount of content.

    Not bad for a game by Microsoft (and Big Huge Games.)

    1. Re:Some games do this by Anonymous Coward · · Score: 0

      Hate to break it to you, they've been using optimizations like that at least since quake.

    2. Re:Some games do this by JW+Troll · · Score: 0

      Not bad for a game by Microsoft (and Big Huge Games.)

      oh come off it you nerd. Show me an open source game even a fraction as good & playable & even as fast as (ancient, still not matched by open source gurus of game design) Age of Empires (i'm talking old school here) and i'll eat my shorts.
      Microsoft makes some good shit. Open Source games suck dick, except for sokoban.
      of course all u karma whoring fake-linux-using lusers are going to mod me to shit for saying it, but i have spoken truth.

      --
      just like the humble blood clot... turboporsche@telus.net
  29. This is why they left for the consoles by Billly+Gates · · Score: 2, Interesting
    I use to play computer games since the late 80's. It was a different time.

    Computer games were always better then the console ones, were first with 3d, first with networking, you could use mods etc.

    But now all the small gaming companies no longer like the pc. Id software and a few others are still around but most people use consoles for games and work on pc's. This leave even less incentive for a small gaming company to consider the limited pc market.

    I was hoping Microsofts Xbox would bring in new games to Windows. It did not and now they are leaving the intel platform so that hope is gone.

    1. Re:This is why they left for the consoles by Anonymous Coward · · Score: 0

      I was hoping Microsofts Xbox would bring in new games to Windows. It did not

      Didn't it? I can think of some great XBox ports - Deus Ex: Invisible War, for example.

    2. Re:This is why they left for the consoles by spir0 · · Score: 1

      yes and no...smaller companies still have to buy licenses from the console manufacturers. It's cheaper to publish a game for a PC/Mac because you just release a demo game on the net, let it be picked up by all the major gaming sites, and then let people register your game via PayPal or some other money laundering scheme.

      The cost of producing the game is cheaper on the PC/Mac platform using the large number of free tools out there, and publishing costs nothing.

      Not so in the console world. If you don't find a publisher prepared to give you an SDK license, you're pretty well hosed from day 0.

      This makes it very friendly to smaller game companies and coders wanting to make a break and have a ready portfolio before moving to a big company or submitting samples to console manufacturers.

      --
      The reason girls and Windows users don't understand UNIX is because all the documentation is in Man files.
    3. Re:This is why they left for the consoles by IntergalacticWalrus · · Score: 1

      Didn't it? I can think of some great XBox ports - Deus Ex: Invisible War, for example.

      The fact that you could only think of one speaks for itself.

  30. Fractals by VoidEngineer · · Score: 5, Interesting

    One method of making scalable games is to use recursive based algorithms to generate the graphics. Basically, code up a 'for' loop, and vary the number of iterations depending upon the architecture of the machine it's running on. For things like trees, water, snowflakes, clouds, grass, hair, and so forth, this optimises rather well.

    For example, refer to Koch's Snowflake

    On a low end machine, only two or three iterations would be needed to create a decent snowflake. On a high end machine, you could iterate this function a hundred times with various compounding affects such as rotate, copy, resize, diff, transparency, and so forth. With high end machines, you can do close ups of snowflakes without any resolution loss... And most all of this is using the same algorithm as the lower-end machine would use...

    Granted, the fractal algorithms have to be well designed and thought out to achieve this effect. A basic Koch's Snowflake algorithm at high iterations doesn't look too much different from lower iterations... Some transforms would need to be introduced to the algorithm, but those could also be scalable...

    Anyhow... $0.02 cents

    1. Re:Fractals by Anonymous Coward · · Score: 0

      Interesting, but I don't think that many games use fractal engines. Fractals also tend to be pretty CPU intensive. But the idea can work. I can imagine creating a triangle mesh. A high-end machine will use a lot of triangles. A lower end machine can maybe merge several triangles into one and have that much more speed.

    2. Re:Fractals by SharpFang · · Score: 4, Informative

      A fractal is defined as whole from the very beginning. Pick a set of parameters, apply to equation, you have whole fractal. Change one parameter, whole fractal is changed. Unlike mgreat most of objects in game, where they are defined point by point, changing one of them changes a single piece of the object. You can't apply the same simplifications to koch's snowflake and to human's head, just because human's head isn't a fractal. True you can drop points, but then results suddenly become really awful. Drop every fourth point and suddenly teeth become random sharp spikes, nose becomes a pinokio'ish point, ears get asymmetric... It's not math, it's art. Get an artist miss out every fourth note in a song and you get about the same result.

      And don't mention MP3. MP3 optimizes for size, not for simplicity, eating up way more CPU time than uncompressed WAV.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    3. Re:Fractals by dreamchaser · · Score: 1

      Anyone old enough to remember Starflight? They used fractal algorithms to generate the massive number of planets you could explore. It was one of those games that you had to boot off of a floopy, had it's own little OS.

    4. Re:Fractals by Bazouel · · Score: 1

      That works fine for snow, trees and stuff like that, but it doesn't apply to character models and buildings, effects like smoke, reflection, etc.

      Also, I would think a snow flake is actually a flat square polygon with a texture being used to picture the ice crystal. It would be rather foolish to make a complex polygon for each and every snow flakes ... ! In fact, look at the trees and you will see they do exactly that for foliage.

      --
      Intelligence shared is intelligence squared.
    5. Re:Fractals by B1ackDragon · · Score: 1

      You are right, can't make everything a recursive object, but many things you can - especially when you are talking about a natural environment.

      Lots of plant life can be fractal, in fact tons can, as well as landscapes (though two different clients in a multiplayer game shouldnt be interacting on top of different landscapes because of it.)

      But yeah, it will be overall slower than just using objects defined by a set of points, because reading an array describing a set of points is going to be inherently faster than computing a bunch of points recursively.

      --
      The snow doesn't give a soft white damn whom it touches. -- ee cummings
    6. Re:Fractals by Mac+Degger · · Score: 1

      Too true. What I can't understand is why fractal programs haven't been incorporated in hardware long ago due to their applicability in clouds, terrain, dirtmaps, foilage, haze, smoke, fire and so forth.

      But then again, I also wonder why nvidia dropped hardware support of complex surfaces (NURBS) since the TNT...

      --
      -- Waht? Tehr's a preveiw buottn?
  31. Hmm.. by Cyno01 · · Score: 1

    Is this why Vice City loads groundwater instead of roads sometimes?

    --
    "Sic Semper Tyrannosaurus Rex."
    1. Re:Hmm.. by Anonymous Coward · · Score: 0

      Yes. Cars undre ground level, smashing into invisible walls that fade in then, loaded, textures changing, all that are FPS hacks.

  32. Different Code = Different Bugs (and exploits) by grondak · · Score: 5, Insightful

    Okay, so imagine we've got a FPS set on the water (just for kicks, call it Waterworld). You have the sine wave water and I have the sophisticated uberalgorithm water. When you shoot me, your client-side model for water thinks I am in spot A, while my uberalgorithm water thinks I'm in B. You shoot me -- but from my perspective (pun intended!) you couldn't have seen me.

    Sounds like about 10 million "he hacks!" calls waiting to happen.

    I remember people turning the smoke off in their Halflife clients because they wanted to see through it. At one point, my graphics card driver wouldn't even /render/ the smoke.

    Let's try an alternate approach: let's market the games for the sophisticated gamer and that will get more people to buy better machines. Not everyone is rich, but (see above) It's the Graphics Card, Baby!

    --
    [Error 407: No signature found]
    1. Re:Different Code = Different Bugs (and exploits) by Anonymous Coward · · Score: 0

      all you write applies to multiplayer games only...

    2. Re:Different Code = Different Bugs (and exploits) by grondak · · Score: 1

      Well, different code sure can lead to different renderings on different systems. The hacking problem is just a manifestation of the choice to write adaptable code.

      Different renderings might help people make choices they wouldn't have. Say I'm playing Baldur's Gate XXIII: Scourge of Your Mama. If putting my mouse cursor on a scenery item is supposed to make it turn dark green for OKAY and light green for TRAPPED, but on the simpleton renderer the two colors are too similar, what happens? Boom, the scenery item explodes in my face and I reload from the last savegame.

      Different Code -> Different Bugs

      --
      [Error 407: No signature found]
    3. Re:Different Code = Different Bugs (and exploits) by NeoSkandranon · · Score: 1

      You might have a case except for as far as i know all the BG games and indeed most RPGs render trapps BRIGHT RED.

      Now, if you're R/G colorblind...

      --
      If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
    4. Re:Different Code = Different Bugs (and exploits) by Anonymous Coward · · Score: 0

      I'm sure none of the game developers would have thought of that, what with how rare online cheating is these days. You should write them and let them know ASAP

  33. localizing?? by corian · · Score: 4, Funny

    I do not think that word means what you think it means.

    1. Re:localizing?? by Anonymous Coward · · Score: 1, Funny

      Mods, parent should get extra points for a Princess Bride reference, as he had the creativity to not be welcoming our new graphic card overlords reference.

  34. I before E, except after C by Anonymous Coward · · Score: 0


    Repeat while brushing your teeth: "I before E, except after C".

  35. Graceful enhancement by Anonymous Coward · · Score: 1, Interesting

    Not only that, but on the other hand, a well designed game would allow for the 'wow effect' to persist in time as the high-end is pushed forward and more details can be enabled. Gives a longer life to games. On the other hand, do publishers want that?

  36. Scalability by rijrunner · · Score: 4, Interesting

    Instead of looking at making a game scalable on a single computer, how about looking at leveraging it off multiple machines instead.

    Have a central box that controls the game mechanics, then farm out the rendering engine to multiple servers. Most homes are moving to multiple computers in any number of of applications.

    Now, I generally loath the idea of gridcomputing, but rendering is one of the areas it is good at. Have a central box run calibration tests for the graphics flow, then you can add or remove additional processors as needed. A single processor would represent the lowest level.

    So, market a generic game rendering standard that can be ported to any sort of processor (including embedded cpu appliances ), then focus on the console box or computer to combine the results.

    1. Re:Scalability by Anonymous Coward · · Score: 2, Interesting

      Or how about using multiple video cards, like they do for video processing. There is no need for using 5 current hungry boxes when you could just add another video card to boost speed. Sheesh!

    2. Re:Scalability by rijrunner · · Score: 3, Insightful

      The limit in gaming engines - the core of the game - is more in the threading off the cpu. Same applies to video. You can only process so much information off a single I/O channel between a single processor and however many cards are out it's bus.

      The point is that you already have 3 or 4 processors in your house already. And, the trend is towards ubiquity. Once you break the single thread paradigm of game servers, then the selection of how you manage the threading is a somewhat arbitrary decision. Whether it is farmed out to a child card, second cpu, or across a farm is a matter that can be quite flexible.

    3. Re:Scalability by Gherald · · Score: 4, Informative

      > I generally loath the idea of gridcomputing, but rendering is one of the areas it is good at.

      Yes, but not real time rendering!

    4. Re:Scalability by rijrunner · · Score: 1



      Out of curiousity, because I really don't know the answer here, is what sort of work has been done in real time rendering in Gridcomputing?

      "Not good at" is quite often the same as "never been tried"

    5. Re:Scalability by Anonymous Coward · · Score: 0

      Sort of like ... a Beowulf Cluster?

    6. Re:Scalability by Gherald · · Score: 1

      As games go, Latency is public enemy #1.

      Gridcomputing has horrible latency.

    7. Re:Scalability by Anonymous Coward · · Score: 1

      Check out OpenRT for, yes, real-time raytacing on computer clusters. They use a 64-CPU grid to raytace complex scenes at 15-30 fps. I have, in fact, personally seen it work (I used to study at that university).

  37. scalability is king by Wellmont · · Score: 4, Interesting

    While the industry specialists are worrying about compatability (which is a valid problem) Microsoft is selling single use machines such as the Xbox at a loss. Maybe it's time to produce similar architectures and even homoginize the processor/chipset platforms into something recognizable as one system. Unfortunately most people get linux for free, don't support open source projects, and then expect the world to cater to their minority preference of alternative environments.

    As far as keeping in line with the article I do believe that instead of a diverse platform on which to design games, we are going to instead have more specialized products such as the Xbox and the TiVo that are going to destroy the computer's list of abilities one by one. In the end i see more and more Dell's and HP computers turning into conversation pieces instead of being diverse, which is in direct support of the premise of the article. Diversity in this field currently leads to an inability to produce games that sell well to an uninformed culture, instead you are developing games like GTA which was developed separately for 4 different systems instead of all at once like Sonic Heroes.

    1. Re:scalability is king by Anonymous Coward · · Score: 1, Funny

      Unfortunately most people get linux for free ... and then expect the world to cater to their minority preference of alternative environments.

      So most people are in the minority? What?

    2. Re:scalability is king by Anonymous Coward · · Score: 0

      That is right, I want to have Linux running a cisco router and I want to play Half Life 2 on the AUX port...

  38. Don't check architecture! by SharpFang · · Score: 3, Interesting

    Just pick minimum FPS and replace heaviest algorithms with lighter versions whenever FPS drops too drastically. Just look up "Morrowind FPS Optimizer" for example of a program that does similar thing - shortens view distance whenever it causes speed problems. It allows several other hacks too: Remove far, small objects, shorten view distance (better FPS) in battles and much more.

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    1. Re:Don't check architecture! by Frobnicator · · Score: 4, Informative
      Um, no. That's not quite what the article was saying. It mentioned three basic types of techniques, you pointed out ONE of them.

      The first one does not allow you to take advantage of many new techniques. You have one version of everything, and takes advantage of a few 'eye candy' features, if present. The second one, which is what many games already do, is have many performance classes. For example, the machine falls into a bin of "Base Requirements Version (bad graphics, slow CPU)", "Version 1 (3-year old expensive system)", "Version 2 (1-year old expensive system)", and "Version 3 (today's $4000 system)". They then develop between two to four different algorithms, and a *LOT* of glue code so the displays don't look too different. The third option is to have both of the above options, plus global CLOD, procedural and implicit surfaces, and more advanced processing that takes so much math that a 3-year-old CPU can't handle it.

      For example, page 6 discusses using high-quality water on faster machines, and low quality water on slower machines. They only touch on why it might be a problem, stating "fluid simulation will have to be either devoted entirely to ambient game effects or simple enough to run on the minimum system specs without any scalability to higher systems. Most likely, the introduction of fluid simulation to actual game-play, not just ambient effects, will require the combination of both, so the visual quality may be scalable but the simulation quality will be fixed."

      Let's try to consider what the article REALLY means for this type of case.

      First, we'll assume that water is critical to the game, and not just some fancy external thing. Maybe players are all riding around on jet-ski's or moterboats or battleships or something. The developer now has a choice. They can either:

      1. Use a slow simulation that takes a lot more power, such as Navier Stokes equations. Doing this eliminates much of your target audience.
      2. Use a fast simulation that can run on slower PCs (maybe Perlin noise or Fourier Synthasis). Doing this dramatically reduces the physical realism of the game.
      3. Develop some new system that is both convincing in physical reaction, and easy enough to run on the system problems they describe (not just slow CPU).

      This isn't just an issue of adaptive level of detail or swaping algorithms. Because this represents basic game states, it must be kept in sync on all clients, meaning it's an all-or-nothing decision. Do you want realistic ocean waves in your water game, or do you just want waves?

      Let's look at another issue they bring up on page 1 -- Integrated Graphics Cards. (just typing that makes me shudder.)

      Many integrated graphics cards don't have dedicated memory. Just looking through a Dell catalog will have little footnotes next to laptop and 'economy' computer memory numbers, system memory will be shared with graphics and audio processing. The board might have a fancy nvidia or ATI processor on it, and the card might be able to do all of the algorithms just fine; but the moment you run some combination of algorithms at the same time, they fight for the same CPU and memory spaces, and grind to a halt. In this case, the system stats themselves could be more than enough for the game, it's the motherboard or some other component that's the bottleneck.

      In that case, dynamic algorithm selection is basically required, and is something many games already do.

      But how long can we keep it up? Right now we already have to code for:

      • bad graphics card
      • accelerated graphics card with no programability
      • Graphics card with 4 major versions of programability, and varying amounts of memory (varying by orders of magnitude)
      • Graphics cards with various levels of programability, but no dedicated memory.

      When is it too much? Already, we have to test dozens of different configurations.

      That's what the article was asking. How can we have the third option (infinite scalability) without ignoring all the lower-end 'budget' PCs?

      The question is still open.

      frob

      --
      //TODO: Think of witty sig statement
    2. Re:Don't check architecture! by Anonymous Coward · · Score: 0

      Morrowind is probably not the best example, since it's slow on almost any setting... still, it's my favourite game :)

    3. Re:Don't check architecture! by SharpFang · · Score: 1

      That's why this 3rd party tool was created :P

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  39. This isn't new... by Anonymous Coward · · Score: 1, Insightful

    Lots of games have adjustable settings for image quality, bit depth & display resolution. Even Doom 1 did this.

  40. Seperate the clothes from the character.... by Artifakt · · Score: 5, Funny

    and you get:
    Quake 2 with nekid Stroggs galore.
    Wolfenstein with a nude Adolph Hitler
    GTA 2 with realistic squeeky vinyl bucket seat sounds.
    Silent Hill's "playdead" of the month.
    Warcraft 3 expansion - Frozen Cajones

    and Frodo still says "I am naked before the wheel of fire" in LotR, but he's grinning.

    --
    Who is John Cabal?
  41. Moot point really... by Aphrika · · Score: 2, Insightful

    as they are already developing for low end hardware - tomorrow's low end hardware.

    The net result of spending thousands on making your game engine run on machines that are old when you release it is a totally false economy. Games development needs to take into account the future and scale upwards, not downwards. I want my software to run better in the future, not better in the past!

    I suppose the only point at which this might be useful is when portable and phone hardware is capable of running what we'd consider decent desktop games now. Is this likely to happen?

  42. Yeah, except by WasterDave · · Score: 3, Insightful

    That the economics of PC gaming are already starting to look a bit "touch and go" for most titles. Add another mill or so for additional art and development to support bottom end processors and you're starting to have a bit of a problem justifying the investment. Not to mention the schedule risk.

    Hopefully PC gaming will turn into a proving ground for the up and comers...

    Hopefully.

    Dave

    --
    I write a blog now, you should be afraid.
  43. Re:Graphics cieling -- not even close by Anonymous Coward · · Score: 0

    The graphics curve may be slowing, because each successive step should take exponentially more calculations, but we're not even close to the ceiling.

    Graphics environments will continue to move until they are at the limit of human perception. It has nothing to do with hardware, that's just the medium of getting the virtual world to our conscious mind. No doubt those pathways will change from keyboards and monitors to something more advanced.

    CPU required will become greater and greater. The only limit I can imagine is that every bit of change in the physical world (i.e. electrons in the CPU) equates to a similarly scaled change in the virtual world. I could easily imagine a simulation that takes into account every molecule in the next few decades.

    I can imagine a game where the virtual world works almost identically to the physical world. Even to the point that you fire a rocket launcher at someone and their body splatters, burns and melts just like those molecules would be rearranged if it were real.

    Obviously the implications have far more scope than video games, but entertainment will only become a more voracious industry as less is required for survival.

  44. MOD DOWN TROLL by Anonymous Coward · · Score: 0

    this person is a troll. someone who actually worked on the sims, much less the LEAD GFX DESIGNER - would not be posting and only getting a score:1. this is obviously a troll mod down. the idea that the sims effects ram prices (ram prices have been in steady DECLINE since the ram shortage of '01) is laughable at best and a scum suckign troll playing on your feelings of fanboyness at the more realisitic end.

    1. Re:MOD DOWN TROLL by kikibobo · · Score: 1

      Well, think what you like, but that was me. Sorry about the typo, I "led" it, I don't presently have anything to do with it.

      The RAM prices thing was a joke.

  45. I have a Hercules printer card by markov_chain · · Score: 0

    you insensitive clod!

    --
    Tsunami -- You can't bring a good wave down!
  46. If that's true... by Anonymous Coward · · Score: 2, Funny

    ...then she must be a genius.

    1. Re:If that's true... by Anonymous Coward · · Score: 0

      "I only like her for her brains"

      Never thought I'd hear that about Lara Croft...

  47. ZZT the game engine of choice by dann0 · · Score: 1

    I don't understand why more people don't use ZZT to create games. It works very well on all x86 processors.

    --
    "The big question in our lives is how to be at the same time a hedonist and in a hurry" - Alain Ducasse (?)
    1. Re:ZZT the game engine of choice by Foolhardy · · Score: 1

      Yeah! The BIOS text interface should be enough for anyone. Those extended ASCII characters are really... WOW! I can't believe Megazeux requires a 186 and EGA!

  48. Yeah I know what this guy was playing... by Anonymous Coward · · Score: 0

    replace the clothing on characters in a game with actual geometry that separates the clothes from the underlying character model

    I mean come on. DOA: Xtreme Beach Volleyball? The swimsuits themselves are models. Step 1) Remove clothes. Step 2) Replace textures. Voila! Instant nudity.

  49. Unfortunately by aztektum · · Score: 2, Informative

    That bug remained in the final game I believe. I guess it was suppose to be a "feature".

    --
    :: aztek ::
    No sig for you!!
  50. This is old technology. by Anonymous Coward · · Score: 0

    Really this is nothing new because even the oldschool DOS games let you choose your resolution which is basically the same thing.

  51. you miss the point by Anonymous Coward · · Score: 0

    the idea is take away graphics that aren't important.

  52. Make it auto-configure by roystgnr · · Score: 5, Insightful

    Instead of forcing me to make individual choices about every single optional CPU or GPU taxing feature, try and detect the capabilities of my computer and give me the best picture quality I can get at a smooth framerate.

    That way I don't have to study the impact of every single optional feature... if my computer can handle two pixel shader passes, 100 MB of textures, and models which have been decimated to 10000-20000 triangles each, I still won't have to know what a "pixel shader" is before playing.

    1. Re:Make it auto-configure by tcopeland · · Score: 1

      Right, certainly, there are conflicting forces here - ease of use vs configurability.

      I guess I'd tend to err on the side of advanced users being able to configure things....

  53. Nude Hitler by handy_vandal · · Score: 1

    ... Wolfenstein with a nude Adolph Hitler ...

    Dude, I'm gonna be ill ....

    -kgj

    --
    -kgj
  54. polygons are ugly. i hate today's games :-( by Anonymous Coward · · Score: 0

    Bring back the lovingly-crafted sprites. Remember those old late 80's / early 90's games? Shadow of the Beast, Leander, Lionheart, Battle Squadron, Superfrog, Jazz Jackrabbit, Monkey Island I & II, Space Quest, One Must Fall 2097, etc. etc. etc.
    Those were kick-ass and beautiful games. I hate polygons. :-(

  55. Don't count on it. by SmallFurryCreature · · Score: 1
    Sure doom looks nice but it is static. How about shooting at a wooden door. Can you then look through the bullet holes? Does concrete chip, not just as an effect but as something that is then reflected by shrapnel wich damages and subsequent bullets reacting differently perhaps even chipping away more until you shoot through the wall?

    Does rain/snow/fog work as it does in real life? Have real depth. Affected by overhanging pipes? Strobe lights through rain show rainbows?

    No?

    Still some way to go then.

    I am old enough to have played pong when it was fresh. I also at times indulge myself in a little playing of old games. Played a bit of jagged alliance recently. Once the graphics in that game looked fluid and detailed. After more recent games they hurt.

    There is still a long way to go. One of the most obvious increases is size. We are stilling running in dungeon maps. Big dungeons but still square rooms where the rockets hit invisible walls. Operation Flashpoint gave us a big world but it was an empty world. On powerfull hardware it gives some stunning scenery shots but there is still someway to go.

    Although to be honest I could live with the next game freezing the graphics and instead spending the CPU power on AI.

    Sadly as the darpa race has shown, pretty pictures are a whole load easier then a good AI. Remind me never again to curse the AI coders of OFP when an AI controlled truck has trouble following the road again.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  56. How much do graphics affect multiplayer? by Entropius · · Score: 2, Insightful

    We all like purty graphics for aesthetic reasons, but many of us play games for other purposes. To lots of people, online gaming is enjoyable because it's competitive, like football or chess.

    I'd be interested to see how much both lack of detail (lower resolutions, turning off dynamic lighting, and the like) and bad framerate influence players' performance. My guess is: not much, and quite a bit once you go under 25-30 fps or so.

  57. FWIW... by Anonymous Coward · · Score: 0

    I'm not the OP, but the only games I play these days are on Xmame (though I'm not crazy about Pong myself...), Doom 1 & 2, Quake 1 & 2, and various old platform and adventure games. Most of the new stuff (released after 96 or so) is very unintesting to me. Too many damn gimmicks! Even the new role-playing games try to dazzle you with fancy 3D graphics and super-d00per-mega-gaureaux shading and lightsourcing and so on... Totally pointless, unless you really like to sit in front of a monitor and drool over what are basically technology demos. The demoscene (scene.org) has always been better at that stuff though, and their stuff is even free!

  58. yes by Anonymous Coward · · Score: 2, Interesting

    More developers need to have lower-end systems in mind! I'm a computer game fanatic, but I can't afford to upgrade or replace my system every year. Each computer I get lasts about four years before I get an overhaul. I love Blizzard for keeping people like me in mind! And I really look forward to playing half-life 2 and doom 3... some time in 2006.

  59. Make 2 engines by randomErr · · Score: 3, Insightful

    It sounds like this guy wants us to write 2 engines: A high end engine and a low end engine.

    Why not just write a good low end machine engine that will be killer on a high end machine?

    --
    You say things that offend me and I can deal with it. Can you?
  60. and I'll bet... by Anonymous Coward · · Score: 0

    I'll bet you think GTA 3 is really cool and groundbreaking.

    Sheeple.

    1. Re:and I'll bet... by Anonymous Coward · · Score: 0

      No, and that's exactly his point, you fucking moron. Did you get dropped on your head as a baby? Fucking half-wits getting too big for their boots calling others sheeple. Fucking Jesus...

  61. Stupid people make the world go 'round by Anonymous Coward · · Score: 0

    "In a FPS, I would prefer to have as much detail as possible."

    Well, yes, and I would prefer to date supermodels.

    But the point is that if you don't have the highest-end PC...and here's a clue stick to beat you with... most people have 3-5 year old PC's. Then you can't design your game to cater to 10% of the potential market.

    You may think you understand this point, but by making the statement I've quoted, you've proven you're as insightful as a box of raisins.

  62. CGI Movies... by Cyno01 · · Score: 1

    Games will continue to look more and more "real" (as real as a rocket jump can :p), just as movie CGI and completly CGI things have. Look at the Final Fantasy movie, or the Starship Troopers show. Both are still beyond what we can do in games, mostly because they're not dynamic, but games could look that good. Even if games could be photorealistic, not everyone would go that route. From what i hear XIII is a decent game, but the interesting thing to me is the style, that its sort of a cartoony look. And as unrealistic as that looks it still has all the shadowing and textures and other things that eat up (some) GPU power. Simpsons hit and run is a great game, but they went too far with the graphics, it would have been amazing, but probably extremly difficult, to render it in 2.5D like the show is, instead it ends up looking like that one halloween ep where homer ended up in that place that looked like that tron movie nobody saw. But even that looked better than the game does. We have a long way that we're still able to go, but there are also so many directions too.

    --
    "Sic Semper Tyrannosaurus Rex."
  63. Intel needs a clue. by Anonymous Coward · · Score: 0

    Yea like I'm going to trust intel advice on game development when they can't make a video card worth a damn.

    Even the best scalable systems involve implementing multiple systems. Game developers do no have time for this, except in rare cases or the payoff is big. Just pick a solid minimum platform, and make it the best it can be and it will work. A perfect example: Warcraft3: A very solid game targetting directx 7 minimum hardware.

    Intel keeps dying for games to use more CPU for some inane reason. Nearly all games are already CPU bound and need more power. We are heavily CPU limited in translating graphics commands from generic D3D to video driver native stuff, which limits the number of uniquely rendered objects to only a few hundred per frame. We are heavily bound doing AI, and physics too. Its not like there is a shortage of stuff to do with the CPU in anything but the most trivial of puzzle games. The main reason the world complexities can't easily increase is the CPU having to do a ton of work handling graphics commands to D3D or OpenGL. Obviously there are tricks to pool multiple identical objects into one object the graphics card sees, but the work is usualy awkward and time consuming, so only used when its well worth the performance increase.

    Its what now 2004, and Intel finally figured out it would be nice with SSE3 to make it somewhat more useful to add up dot products on their chip. If they get a clue maybe it will stop AMD from stomping them over the next few years . . .

  64. Depends by hayden · · Score: 1

    Which millenium in it's development are we talking here?

    --
    Nerd: Derogatory term typically directed at anybody with a lower Slashdot ID than you.
  65. Honest to god, I think you're a moron by Anonymous Coward · · Score: 0

    "Second, we've already have games that run on multiple platforms. They tend to be written in Java, Flash or other virtual machine style environments where the game designer can focus on the game and not the hardware."

    Where to start with this stupidity.

    I'll go the dumb route and assume you're not trolling:

    1) This isn't about multiple-platform games. This is about optimizing games to maximize the experience of everyone playin the game.

    2) How is this done? The game company/developer needs to understand their audience and make games that technically suit. If 7/8's of the potential audience has 600mhz PIII's with an old nVidia card, then it would be really stupid to make a game that requires a 3Ghz P4 with 2G of RAM. It may look good, but you're cutting out 88% of your audience.

    3) Finally, the only games that are cross platform the way you describe are card games, or simple games that can be run without a high-end video card or with a Palm processor (you know what I mean).

    4) let me emphasize point 1 again, this is not. This is not. This is not. This is not. About.. About... about... cross platform gaming.

    4) This is NOT about crossplatform gaming.

    So stevey, please. Please. please. Re-read the article and come back when you have something SLIGHTLY insightful to add.

    As it is now, you might as well get a board and whack yourself in the head repeatedly. This may give you a headache, but that's nothing compared to the headache you give us when you post this kind of stupid drivel.

    I really think you missed the point here.

  66. Real reasons hardware sells by Triquint · · Score: 3, Insightful

    This is why hardware sells, and why the article is 50% off the mark:

    1. The article is old news/looking at eye candy. Trees are a good point, but some games already do it for scaling into the distance. Simple enough to re-use this code for scaling with performance. Cloth etc are just eye candy. Be interesting to see cloth as a gameplay feature, but the biggest use these days is in the flags of Capture the Flag game mode. Heck, Unreal Tourney did that years ago on my humble 300MHz MMX.

    2. Implement that super cloth sim, and then you need a Prescot to run it! Good news - more hardware sales.

    3. Multiple sets of models is fine for EA, as they can have a serious art budget - but need to buy lots of Maya platforms - more hardware sales - to make that artwork on. It's impractical for most second tier software houses. They stick with the one or two tiers of target platform, as that's all they can AFFORD! The article does not help them, and the first tier developers know most of what is in it already.

    Now don't want to just bitch and moan, so constructive suggestions. One look at Doom 3 and I'm writing a check for a faster machine. It's the character skinning and lighting that sells me on the hardware. That Alien like monster in one of the preview screenshots gave me the creeps. I think the article is a good idea, with one good example (trees) and other poor examples. If he'd given a ref to scalable character skinning techniques I'd appreciate it more.

  67. Yes, it's the graphics card thats stupid... by Cyno01 · · Score: 1

    You can get a graphics card that'll run Vice City just fine for under $100. Runs ok on my circa '00 nVidia Vanta 16mb card, cut any processes that eat extraneous memory before you start it though. I am working on a system now however and plan to put a $300 card in it. Mostly for its other features, but 128mb and a Radeon 9800 aren't bad either...

    --
    "Sic Semper Tyrannosaurus Rex."
  68. yee-haw! by ChristTrekker · · Score: 2, Funny

    I've been dying to compile and play Tux Racer on my SE/30 for awhile now. As soon as I get done with that, I'm going to compile Celestia so I can explore the solar system at sub-sub-sublight speed.

  69. Isn't Nintendo already cracking down on this? by 26reverse · · Score: 0, Redundant

    It would appear that any sort of software emulation used to support this would be in violation of Nintendo's new patent. Reading through the patent (at least, what I could get through the legalese), they claim rights over software that emulates higher end systems on lower end systems (in their case, playing current games on handhelds or cell phones, etc.). Just a thought.

  70. So Tomb Raider was briefly a FPS? by tepples · · Score: 1

    There was a bug in the camera-angle determination at a certain point that accidently put the camera inside Lara's head, about where the brain should have been.

    I know of another game with exactly the same bug.

    It's called Doom.

    1. Re:So Tomb Raider was briefly a FPS? by Anonymous Coward · · Score: 0

      And americas army. god that game sucks!

  71. Full scene anti-aliasing on interlaced displays by tepples · · Score: 5, Informative

    Games for PS2 render to a 640x240 pixel frame buffer at 60fps. This results in jagged edges. Games for GameCube and Xbox, on the other hand, typically render to a 640x480 pixel frame buffer and try for 60fps. For an interlaced display, they do a simple comb filter on the scanlines. This results in smoother edges.

  72. Not everybody has a job, Y.I.C. by tepples · · Score: 1

    My time is worth a lot more than zero dollars an hour.

    Not everybody who has searched the help wanted ads and submitted a resume has been offered an interview let alone a job, You Insensitive Clod(tm)!

    1. Re:Not everybody has a job, Y.I.C. by tono · · Score: 1

      That's why I'm not employed by the technology "industry." I got out when I saw the bubble about to burst, about 6 months before it actually did. Now I'm gainfully employed in not the field of my choosing but it still pays the bills.

      --
      cheese logs keep my wang warm at night.
    2. Re:Not everybody has a job, Y.I.C. by tepples · · Score: 1

      Now I'm gainfully employed in not the field of my choosing

      So in order to get a job in a field other than computer science, do I have to pay to go back to school in order to be trained to do more than flip burgers or scan groceries for 5.15 USD per hour? If so, how do I pay for that on top of paying back my student loan debt with state assistance money?

  73. I just turn down the USELESS by Anonymous Coward · · Score: 0

    eye candy crap anyways....Run thru once at MAX to see it then if you want to play online in anygame Frames PER Second is king, everything else is garbage. I'd be willing to bet there'd be a hack to allow my high end computer to use the low end so I could still have a FPS advantage, not to mention the real issue is BANDWIDTH and latency/routing issues that are out of the user's control.

  74. "Open Source games suck dick" by tepples · · Score: 1

    Open Source games suck dick

    Do you claim that all games published as free software give fellatio, or just many? If the former, then on what evidence do you claim id Software's Quake gives fellatio?

    1. Re:"Open Source games suck dick" by JW+Troll · · Score: 0

      hmm... years ago, Quake rocked. That was almost ten years ago. It sucks now. Horrible pixellation is no longer fashionable, and my comment stands.

      --
      just like the humble blood clot... turboporsche@telus.net
    2. Re:"Open Source games suck dick" by tepples · · Score: 1

      Horrible pixellation is no longer fashionable

      Then why are so many people trying to pirate and emulate the latest SNK fighting games designed for a platform whose native resolution is 320x224 pixels?

      and my comment stands.

      What problem have you found in Kpatience, a free implementation of solitaire, making it worthy of being called "sucks"? Could you justify what "sucks" about the rest of kde-games? Not everybody prefers first-person shooters.

    3. Re:"Open Source games suck dick" by Anonymous Coward · · Score: 0

      dude, SNK games are not open source. quake itself was open-sourced long after written, and the kde games are not on the level that even Age of Empires was years ago. you don't have a solid argument.

  75. it runs fine on my amiga 500 by Anonymous Coward · · Score: 0

    Although I had to get a second floppy drive and the 512 KB fast memory + clock expansion...

  76. Pinocchio? by tepples · · Score: 1

    You can't apply the same simplifications to koch's snowflake and to human's head, just because human's head isn't a fractal. True you can drop points, but then results suddenly become really awful.

    They don't have to become awful. Store rounded geometry as Bezier patches and you can resample the geometry dynamically, all the way down to two triangles per patch on the slowest of machines. And Bezier patches are especially amenable to conversion to displacement maps on hardware that supports such GL extensions.

    Drop every fourth point and suddenly teeth become random sharp spikes,

    That's why you apply different sorts of optimizations to Orc models than to Human models.

    nose becomes a pinokio'ish point

    If you're working with a franchise like Astro Boy, what's wrong with making the model Pinocchio-ish?

    ears get asymmetric

    If you've already gone down the road to retelling Carlo Collodi's The Adventures of Pinocchio, you may not have to worry about realistic outer-ears on at least some of the models. Collodi wrote that Geppetto was in a hurry and made Pinocchio with great eyes but without much of an outer-ear.

  77. Wheel! ... Of! ... Fire! by tepples · · Score: 1

    and Frodo still says "I am naked before the wheel of fire" in LotR, but he's grinning.

    "Wheel of" fire? Does Vanna step out in her birthday suit next?

  78. Player base abandons old multiplayer games by tepples · · Score: 1

    they are already developing for low end hardware - tomorrow's low end hardware.

    As you distantly suggest, tomorrow's low-end desktop hardware is often tomorrow's high-end laptop hardware.

    I want my software to run better in the future, not better in the past!

    Once "the future" arrives, and low-end hardware becomes able to run a given first-person shooter with --all-bells-and-whistles, many players of that game have moved on to the next, and it becomes increasingly difficult to find a good public server. Where again can I find an active Quake 1 community?

  79. Not if it's 3D by tepples · · Score: 1

    Nintendo's recent patent is limited to emulating console games with raster-chasing graphics engines. A 3D game typically does not chase the raster the way a 2D game does but instead renders to a dumb frame buffer.

  80. They still need to sell games by brucmack · · Score: 1

    The marketing deals with hardware manufacturers can't become their main source of revenue though. They want to sell as many retail boxes as they can along with the bundled-with-HW stuff that they probably make much less on.

    Plus, just imagine if a game came out that required even a 2 GHz P4 equivalent. Think of all the parents who would be angrily returning the games when they didn't run on the PC they just bought a year ago, and junior isn't old enough to know about system requirements yet.

    Sure, games have a large market with the high-end users, but selling exclusively to that market probably wouldn't be the wisest policy.

    1. Re:They still need to sell games by Kenshin · · Score: 1

      I wasn't implying that games require the bleeding edge.

      I just meant the low-end cuts-off at a predictable pace.

      --

      Does it make you happy you're so strange?

  81. This is a self serving paper from Intel by Anonymous Coward · · Score: 2, Insightful

    Considering that Intel ship only integrated gfx chipsets, it is no suprising for such an article. Traditionally integrated gfx chipsets are targeted to corp. clients, but I noticed that a lot of people besides corp. people are buying them too. Consider this, last year who ship the most graphics chips? Would it be suprising that ATI was NOT the king? In volume, Intel is flooding the market with their cheap gfx chipsets w/o hardware T&L and people have been flocking to them because they are cheap and they reduced the price of a computer by at least 200 to 300 dollars because you cut out the gfx card you gota buy. In addition, for every chipset sold for Intel, a CPU is attached to it. This is making Intel tons of money.

    I think the problem is that when people started to play games on those cheap computers with integrated gfx they found out painfully that they got what they paid for. Some games won't even work because hardware T&L is the first thing they check. As a result, people will start to realize that they didn't save any money and they still have to go out and buy that 200 to 300 dollar gfx card in order to play the game they just spend 25 to 50 bucks on and can't return it because they opened it.

    I am not an Intel hater, but rather I am tired of people asking me why can't they play the games they just bought and is there a way I can work some magic. Once I figured out they are using an integrated gfx, the only thing I can say was you need to spend 100 bucks on a decent card.

    I am not suprised of such a paper getting published.

  82. forget the software... by null-sRc · · Score: 1

    this should be done automatically with the hardware (or drivers?)

    the driver should allow the user to set a minimum frame rate,

    and as the game requests effects, if the frame rate is below the minimum simply deny extra eye candy.

    the coder shouldnt have to be thinking about the hardware, just like the coder shouldnt have to think about how to optimize their code for a particular cpu. (that's automatic through the compiler nowadays)

    i do understand that sometimes frame rate doesn't matter (ie. CAD programs) where eye candy may dominate, therefore the option in the driver would be nice.

    come on linux driver coders, do some innovation!

    --
    -judging another only defines yourself
    1. Re:forget the software... by TrancePhreak · · Score: 1

      Then when an error occurs with something, who do we blame? The hardware company? The game company?

      --

      -]Phreak Out[-
    2. Re:forget the software... by SFBwian · · Score: 2, Interesting
      I think this is actually a pretty neat idea, if it ever got implemented. It would rely on having the graphics API handle calls differently perhaps, by 'asking' the driver what it should do. (IANAGraphicsProgrammer)

      You (the user) would want to be able to 'order' which effects get thrown away first, and whether effects are either always on (never throw away), able to be thrown away, or never on. Some of this functionality we're getting already, with FSAA, and to some extent anisotropic/trilinear filtering. The only issue is games wanting to do it on their own or not ever asking the drivers.

      As a side note: wasn't DirectX supposed to fix this? ;)

      --
      I'm looking to get rich. I've got steps #2 (????) and #3 (PROFIT!) planned out, but am having trouble coming up with #1.
  83. This is an Intel commercial by Animats · · Score: 3, Insightful
    About the author: DEAN MACRI is a staff technical marketing engineer in the Software and Solutions Group at Intel.

    This guy is not a game developer. He's an Intel marketeer.

    Notice what he talks about: Hyperthreading and Intel instruction set extensions. There's no discussion of the graphics subsystem, programmable shader pipelines, multipass rendering, lighting, Z-buffering, or texture memory - the things that concern graphics programmers for games today, and things that Intel doesn't do very well.

    1. Re:This is an Intel commercial by mike260 · · Score: 1

      Indeed. Involving the CPU in the vertex pipeline is a terrible idea.

  84. Do Things Like Console Developers by Anonymous Coward · · Score: 0

    PC gaming should set a standard, and design for that... change it every 5 years or so.

    Take specs comparable to Xbox and stay with them until the next gen.

    1. Re:Do Things Like Console Developers by HeX314 · · Score: 1

      This is a good idea; however, you have Microsoft's standard (DirectX), and you have an open standard (OpenGL). While they are both relatively good standards, what happens with DirectX is solely the decision of Microsoft, and what happens with OpenGL is the result of a consortium's views on 3D technology. Because OpenGL gets updated by a consortium, it takes much longer for them to agree on a standard than Microsoft. This is why OpenGL 1.5 was finalized so much later than DirectX 9.

      It's nearly impossible to get people to agree on things, and a single standard for 3D graphics ain't gunna happen as long as Microsoft is a huge part of the market.

  85. optimising by Anonymous Coward · · Score: 0

    current games do it pretty well. my old machine's agp didn't work, so i had to go the pci route. i had a geforce 4 mx SE (are you cringing yet? clocked 75 mhz slower than the default) all on pci. the shocking truth is that many games ran very playable at 800 x 600. hell even halo ran decently in some areas :)

    of course they make this an issue AFTER i shell out for a 64 and a 9800 pro. at least i don't have to worry about which games will run anymore.

  86. Stupid by shplorb · · Score: 1

    This is why nobody really develops cool games primarily for the PC now. Why bother with all that crap for a market of say 50 million, when you can write for just one configuration with a market of 50 million?

    Can you guess what each market is? Yep, PC's and PS2's. What's more, console games don't get pirated anywhere near as much as PC games do. (That's based on anecdotal evidence: I've seen more people with legal games for their consoles than people with legal games for their PC's)

    Working with the PS2 may be a bitch, but it's better than dealing with tracking down bugs that may or may not be caused by any number of things in the users PC. Just look at the shocking state of PC graphics drivers... no wonder PC games always need to be patched straight after they're released - it's just impossible to test on every combination of hardware and software!

  87. Old news by Anonymous Coward · · Score: 0

    Rise of the Triad (Apogee software, 90's) had a dynamic detail adjuster so visuals would always be smooth no matter what cpu you had or how many enemies were on screen... Even in those days there were 386/20 vs 486/75 ;)

  88. Re:Make you ReadTheArticle by Ahaldra · · Score: 1
    OK, I was going to mod you down, but I'd rather comment:

    You obviously didn't RTFA, because the Author proposes
    "Typically, the installation program determines the level of performance and configures in-game options accordingly. Gamers can then choose to alter those choices at the expense of performance or quality."
    here, then continues to elaborate this scenario.

    --
    Code is Speech. No to Censorship.
  89. The Problem is not in the hardware being too slow by shatteredsilicon · · Score: 4, Insightful

    The problem is that the hardware has gotten faster and now the developers can slack of more on their coding because 'by the time the game is released, there will be faster hardware available'. The progress in game 'speed' has nothing like kept up with the hardware speed. How else do you explain that the likes Descent and Terminal Velocity with their full 3D features ran just fine on a 486/66, and ran perfectly on a Pentium 66 with the full textures and details cranked up? Hardware speed has gone up by a factor of at least 50 (possibly even close to 100) since the first Pentiums were released. How come we now need this new high-end hardware to run all the new games when the technical advances have not been all that great? Original Quake worked just fine in 1024x768 on a Pentium 66. See how far you get with the recent first person shooters on hardware like that. Bottom line - hardware has long become the replacement for the skill of developers. How else do you explain the difference in resource consumption between, say, Windows 98 and Windows XP? Does it really do sufficiently more to justify a 10 fold resource use increase?

  90. 3d splines/surface subdivision is a good solution. by master_p · · Score: 1

    DirectX10 will support 3d splines/surface subdivision. By describing a surface as a curve with 16 control points, instead of a fixed polygon list, it is possible to create the optimum number of polygons depending on distance from viewer and rotation.

    I hope OpenGL gets something similar.

  91. Talk is cheap by mike260 · · Score: 1

    Oh dear oh dear, where to begin.

    IMHO the author has no credibility at all. If you've never worked on an industrial-strength game (which a 'multimedia kiosk demo' is emphatically NOT), you have *no idea* what's involved in integrating new technology into a production title. I have, and I do, and his ideas are completely impractical.

    All that stuff about procedural trees and waves is just nonsense...a good artist will almost always produce superior results to an algorithm, given the right tools.

  92. UT2003 Software Renderer by Xenolith · · Score: 1

    Really! There was no official software renderer for UT2003. A 3rd party, w/ the blessing of Epic, did come out with one. Go to http://unreal.epicgames.com and scroll down to the May 19, 2003 news post.

    --

    Journal
    1. Re:UT2003 Software Renderer by Anonymous Coward · · Score: 0

      any idea if the software renderer works in Linux?

  93. Scalability = Its a myth? by Tei · · Score: 1

    Nope. Actual games where not much scalable, but support very high resolutions.. well... with really huge resolutions the icons will looks unsable, very small.. also the fonts. And will really small resolutions the icons will looks too much huge, with REAL problems of usability. And thats all scalability most games has. Window resolution.

    Other problem is some games REALLY want some minimal set of X,Y,Z. Doom3 and Half-Life will need some 3dCard features that will be common, but will stop Nvidia TNT users to play that games. Also Morrowind and Battlefield1942 can run with very old and slow harddisk, but the load times will be a TOTAL FUCKING PAIN HELLISH pain. I have a pretty decent system and Morrowind move here like mud.

    So... well.. some code can be writte to optimize features for XY FPS, and you can smartly use LOD and other techniques.. but dont asume scalability will be increible and cool. Most games will work well only for a tight set of resolution, horsepower, etc...

    --

    -Woof woof woof!

  94. Tribes and Tribes 2 Terrain defined with Fractals by Xenolith · · Score: 1
    Tribes and Tribes 2 Terrain defined with Fractals.

    That's why Starsiege/Tribes and Tribes 2 maps are able to have such large outdoor environments. File size of each map is relatively small because the entire terrain is defined by a single fractal equation.

    --

    Journal
  95. Re:Make you ReadTheArticle by tcopeland · · Score: 1

    Right, the author mentioned configuration... but I felt like he kind of let that idea die off. I mean, when he's talking about the tree movement, he talks about trunks, then something like "if the processor can handle it" introduce branches and leaves, and then a third level of realism above that. I guess I felt that talking about configuration at that point would have been helpful.

    Off topic, but I found the article a bit hard to follow since I had to click through all 7 pages - and clicking on "printable version" just showed one page at a time as well. Argh....

  96. How about.. by ganiman · · Score: 0

    everyone who wants to play games buys a PS2/Xbox/Gamecube. Everyone playing a console game has the same hardware and game developers don't need to dumb it down for the low end machines. I play my console online almost every night and I enjoy far more than an pc game I've ever played. I can even hook up a usb keyboard/mouse and use it with fps games just like I'm used to from pc games. You think when I finally get my copy of Final Fantasy XI that I'll be playing on a Windoze box? Nope. PS2 with a keyboard and mouse is where I'll be at. And I'll never have to tweek a setting. If you've got $300+ to spend on a video card for your pc, you're far better off buying a game console; it'll save you cash.

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    geek n performer who performs morbid or disgusting acts, as biting off the head of a live chicken
  97. Re:3d splines/surface subdivision is a good soluti by Anonymous Coward · · Score: 0

    Afaik, it does. The nurbs interface stuff does it all already, might not be at a decent speed though.

  98. Re:The Problem is not in the hardware being too sl by Anonymous Coward · · Score: 0

    Developers aren't lazy. Your comment is simply insulting. If you think that Quake-3, which needs much more powerful hardware than Quake-1 has the same degree of graphical complexity, you probably haven't played a game in the past 5 years.

    More polygons means faster geometry thruput. More complex per-pixel operations require more fillrate. These both mean faster 3D hardware.

    More objects in the world with more complex behaviour (be it AI, physics, what have you) requires more CPU power.

    People didn't get lazy. There's only so much time in which to do so very much when building a game. I'd be willing to bet that the size of the rendering code in most current games dwarfs the size of a lot of your entire old school games themselves.

  99. Re:3d splines/surface subdivision is a good soluti by SFBwian · · Score: 1
    IIRC, most everything that ever gets implemented in DirectX has the features enabled out-of-the-graphics-driver for OpenGL. It's my impression that DirectX tends to lag behind the actual capability of the hardware due to the collaboration between manufacturers and microsoft.

    Of course, it's all moot. Hardly anything uses OpenGL nowadays. :(

    --
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  100. Pro Pinball Timeshock by mbourgon · · Score: 1

    I _still_ haven't been able to turn it up all the way and have it run smoothly (especially with Midnight Madness). Granted, I'm only an athlon 1.4 and a geforce three, but for a 5 year old game, I'm mighty impressed/surprised

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    "Sometimes a woman is a kind of religion, she can save your soul & set you free from all your sins" - Bad Examples
  101. Re:The Problem is not in the hardware being too sl by Anonymous Coward · · Score: 0

    Heh, I remember this one Doom WAD that had literrally thousands of monsters in it, not to mention thousands of other objects. Ran just fine on my p120 at the time. The same thing in a polygon game would have been unplayable. And yet, I haven't seen a polygon-engine game that's as much fun as Doom. It's all a fucking sham!

  102. Re:3d splines/surface subdivision is a good soluti by mike260 · · Score: 1

    The OpenGL nurbs support is a indeed slow; it's in GLU (GL Utility library) which (on win32 at least) cannot be hardware-accelerated.

    However, you can do curved surfaces in hardware if you have a programmable vertex pipeline, which means the current revisions of both OpenGL and D3D.

  103. LOL, what does he think game devs do right now? by Assmasher · · Score: 2, Insightful

    'Scale the number triangles to...' 'use a sine wave instead of...', game development 101 my friend.

    That doesn't mean that game developers have the time to support such a broad range of hardware, the Q&A and testing expansion associated, et cetera...

    Nearly every game developed in the past 5 years attempts to embrace this approach, I can't believe that this is news. I mean, most games pipeline out over 2 years AT LEAST, so by virtue of the machines they develop upon there is a 2 year coverage of hardware support (and often games ship without support or scalable performance options for the 'latest and greatest' out there.)

    Maybe he's under the impression that they don't support the PII because they just don't realize that there's money in them thar hills; however, that is incredibly naive thinking. They do not usually support the large PII base (just as an example) because their research has shown that people with PIIs are not very interested in the 'latest games.' (Game Dev magazine had a survey's results published 2 or so years ago that covered this.) Simultaneously, development teams are of a generally 'limited' size. They have 'limited' time to produce a game with a particular 'window' or 'target' for shipping. Each iteration backwards in performance that you wish to support requires a serious commitment of resources. Some games which make use of (relatively) new innovations (such as pixel or vertex shaders, or new processor instruction sets) may find it inordinately difficult supporting a long back history of machine performance. Ironically, engineering a (for example) 'rendering path' which supports much older hardware can preclude your game from taking advantage of newer capabilities.

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  104. But that means low res. by Kiyooka · · Score: 1

    mmmm... 2 big flesh-coloured angular polygons...

  105. Open GL? by Kiyooka · · Score: 1

    I have a VX1 I bought about 7 years ago, but sadly less and less games are supporting OpenGL. Guess it's MS's DirectX pushing them around.

  106. Responsiveness is most critical by c0d3h4x0r · · Score: 1

    I've noticed that ever since the days of the C64 and NES, many game designers have opted to push their hardware way beyond its limits, resulting in slowdown. Today, the problem persists quite commonly in cross-platform ports where the designers couldn't be bothered to simplify the rendering to get the performance smoother on the target platform.

    The most important aspect of any game, and in fact, any user-interface, is responsiveness. Give me an otherwise identical port of an excellent game, but with a choppy framerate, and it completely ruins the game. It feels like wading through molasses.

    The reason I have historically liked Nintendo is that they have never pushed the system beyond its limits in their own in-house games. When Nintendo writes a game for its own hardware, it ensures the game runs smoothly. They simplify the game, if necessary, to ensure it performs well. I belive the only time they ever came close to violating this was with the original SNES StarFox game, and that was only because 3D was a new-fangled trick and there really wasn't much else like it availble on home systems at the time.

    I want to see game designers stop trying to focus on visual detail, and instead focus on behavioral detail. Zelda WindWaker is an excellent example of how to do it right: the game's visuals are actually pretty simplistic, but that's fine because there's still an attention to detail throughout the game in terms of how the characters move, how the camera angles work, how objects that are just part of the "background" are still interactable, etc. The game looks pretty much like Zelda64 on the N64 if you examine still screenshots, but if you actually play the game you realize that the GameCube is a huge step up.

    Incidentally, this is my same primary gripe with graphic operating systems for personal computers. When I click something, I expect it to respond immediately -- not to launch into a hard-drive-thrashing frenzy for 15 seconds before finally doing what I told it to do. Responsiveness to user input should be the highest-priority job for any graphic desktop, rather than an afterthought that enslaves users to frustrating delays. Fifteen seconds is an eternity, after all, in an environment when your mind already runs faster than your fingers can physically type.

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    Moderator hint: a comment is neither "Flamebait" nor "Troll" if it is true.
  107. Idea is good, Still different experiences ? by skybuck · · Score: 0

    Hi, I believe all gamers should have the same game experience. If one could use a low end machine to cheat because of missing tree leaves that would suck hehe. Cya

  108. smoothER edges. Still cruddy IMO. by Anonymous Coward · · Score: 0

    Relatively decent computers are available for
    300$USD.....

    Explain to me again the advantages of having
    a cheap, weak-ass gaming console?

  109. Advantages of consoles by tepples · · Score: 1

    Relatively decent computers are available for 300$USD.....

    With TV out? And including a high-quality USB game pad designed by specialists in game pads? And can games run directly from the CD instead of needing to be "installed"? And what about copy protection that Just Doesn't Work with your CD drive until you download and install a no-CD crack?

    Explain to me again the advantages of having a cheap, weak-ass gaming console?

    In addition to the above, nobody has made anything like Super Smash Bros. for the PC.

  110. Since when are graphics everything? by tepples · · Score: 1

    >>> Horrible pixellation is no longer fashionable

    >> Then why are so many people trying to pirate and emulate the latest SNK fighting games?

    > SNK games are not open source.

    I recognized that SNK Playmore follows a proprietary software business model. I was giving an example of "horrible pixellation", running in a similar video mode to Quake 1, that is in fact fashionable. If 320-pixel-wide video modes are no longer fashionable, then what explains the success in both commercial and pirate circles of SNK titles that use such modes?

    > and the kde games are not on the level that even Age of Empires was years ago.

    Level of what? Do you seriously think more people play AoE style games than play solitaire? How would you suggest that one design and implement, say, a solitaire sim on a higher "level" as you put it than Kpatience? And it's true that 2D RTS games such as Stratagus are not as graphically sophisticated as the more recent 3D RTS games, but as the success of SNK games shows, since when are graphics everything? If graphics were everything, a version of Photoshop Elements specialized for turn-based image editing contests would be the hottest selling video game.