Doom 3 System Requirements Revealed
The Llama King writes "The Houston Chronicle's Computing column has got the Doom 3 minimum system requirements. Biggest eye-opener: 384 MB of memory. Lots of mainstream PCs have been sold with 256 MB of RAM, so upgrades will be in order. RAM chip manufacturers should be salivating about now. You'll also need a 1.5-GHz processor and a GeForce 3 or Radeon 8500 graphics card or better."
Bo-ring.
Now give me a good arcade game any day of the week and I'm interested. If it's a good flight sim I'll be lost to this world for the next 48 hours. But pretending you're Rambo and shooting up the place? Yawn...
And remember kids: Never trust a computer you can actually lift.
If you check out the screen shots on the doom3 website, the X-box graphics suck. Hard.
Of course I don't know if the maps will be the same and the gameplay, but when I play doom3, I want it to look pretty, and the X-box screen shots don't.
Mac Requirements:
A PC. D'oh!
The next comment I write will be ready soon, but subscribers can beat the rush and see it early!
See? He said 386MB and I was jabbing him a little on it. Now, don't you feel like an ignorant little fuckstick? You are my bitch. My little bitch asshole, filled with my hot cum.
No weapon in the arsenals of the world is so formidable as the will and moral courage of free men.-Ronald Reagan
Okay, I was partially joking, so I can understand your points. Please try to understand mine: this game shouldn't require this much memory to run - unless, of course, they're using some fantastic new form of rendering.
Usually High Res texture are at least around 512x512 at 32 bits, so around 8 megs per tetxures, a bit higher than 16k.
Um, 512 x 512 = 262144 * 4 bytes/pixel = 1048576 ~ 1MB per texture.Okay, so that's just off by a factor of 8. But then you say:
That's why videocards have 256/512mb ram now alone, mostly for the framebuffers and textures.Which just contradicts your earlier point. If I've got 256MB on the video card, that's ~ 2 framebuffers and 200 textures on the card, not in main memory.
Having developed FPS games, I'm kind of skeptical of your 512x512 texture claim. Granted, you'd use these for large objects, but generally speaking, you want to minimize the size of tiles because of the problem with memory bandwidth: if you've only got 32MB per frame, that's 32 1MB textures you can render per frame.
There are different algorithms for rendering 3d scenes, and I've found that the difference in time and memory requirements between them can vary by an order of magnitude. The 384MB requirement makes it look as if they've chosen a less-optimized, more generalized approach for the sake of developing the game on time, rather than producing the most efficient rendering. (Insert Duke Nukem forever joke here...)
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