Doom 3 Programmer on OGG, Ultra, 60FPS Play
Cryect writes "Appears that Doom 3 is making use of Ogg Vorbis to reduce memory usage for sounds. This comes from id programmer Robert Duffy's latest plan update where he says: 'When we started on memory optimization, most levels used between 80 and 100 megabytes of sound data. We made the choice to move to .OGG for quite a few sounds which effectively removed the problem for us.'" Duffy also comments on texture usage in 'Ultra' mode ("In Ultra quality, we load each texture; diffuse, specular, normal map at full resolution with no compression. In a typical DOOM 3 level, this can hover around a whopping 500MB of texture data") and framerate ("The game is capped at 60fps for normal game play. For render demos, like what was used for the HardOCP stuff, we run those at full tilt which is why you will see 60fps.")
Note the 500 MB of memory for textures. They need memory badly. Bumping the CPU speed slightly probably makes for better minimum specs tan going over 500MB of ram.
I still have more fans than freaks. WTF is wrong with you people?
Other than that, i think, as a developer, you would want the presentation of your product to be shown at its best. I do get your point, but I think demo's do quite a good , ifnot better job at determining if your rig is going to pull the game.
Would SLI of (2)256MB GPUs be sufficient to meet the 512MB requirement?
I'm no graphics programmer, but I'd suspect that no, it wouldn't, because both GPUs would be rendering the same scene, and thus both would need the same textures (and whatever other kinds of maps).
Well, if one GPU renders the top half of the frame and the other the bottom, you might be able to buy a little bit of savings (think floor vs ceiling textures). But I don't expect that to have too much effect.