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NVIDIA Quad SLI Disappoints

Vigile writes "While the death of PC gaming might be exaggerated, it's hard not to see the issues gamers have with the platform. A genre that used to dominate innovation in the field now requires a $1200 piece of graphics technology just to participate, and that's just plain bad for the consumer. NVIDIA's SLI technology was supposed to get a boost today by going from two GPUs to four GPUs with the introduction of Quad SLI but both PC Perspective and HardOCP seem to think that NVIDIA drastically missed the mark by pushing an incredibly expensive upgrade that really does nothing for real-world game play and performance. If PC gamers are left with these options to save them from consoles, do they even have a chance?"

9 of 427 comments (clear)

  1. Oh please by Brian+Gordon · · Score: 5, Insightful

    You hardly need to spend $1200 to save your rig from the years-old consoles. Quad SLI is nvidia's top offering, not entry level PC gaming. A $200 card (and a $300 core 2 duo) can easily trounce anything the xbox 360 or ps3 can do.

    1. Re:Oh please by irc.goatse.cx+troll · · Score: 5, Insightful

      The old way of games purchasing is dying out at a rapid rate for pc gamers. We don't need to go into shops, we have steam, or play.com, or amazon, to name but a few online locations. Most polls that talk of reduced pc game sales aren't taking these online sources into account. It's been several years since I bought a game in a shop, a bargain bin copy of Rise of the Middle Kingdom.


      I think the biggest reason is for the most part PC gamers know what they want already. Console gamers see some pretty screenshots and art on the box and think hey, this Orange Box looks like a good deal.

      PC gamers played TF back in 1998 and have been waiting for tf2 ever since, only to pre-order orangebox once it was available on steam and start playing the beta a month early.

      Due to mod-ability and better multiplayer, PC games seem to last longer so you're more inclined to stick to the one you know and ride it out longer, whereas on consoles you're stuck taking more risks on whatever is available because you beat all that there is to beat on the game you have.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
  2. Clearly it's the end of PC gaming! by Anonymous Coward · · Score: 5, Funny

    Someone released hardware that has yet to be taken advantage of! It must be the death of PC gaming forever! No successful industry has ever released a single product that flopped because it was before its time! clearly the failure of a single Nvidia product to deliver massive speed boosts to games that weren't made with it in mind, spells the doom of not only PC games, but the PC itself.

  3. Re:Fishy by RingDev · · Score: 5, Insightful

    Actually, most console versions of PC games have watered down poly counts and lower resolution textures. They've been able to get away with sub par graphics for years because standard def TV is only 640x480 at 24 FPS. Compare that to people running PC games on wide screens at 2048x1024 and pushing 60+fps.

    As HD TV penetration rises, consoles will have to package more hardware to push the same picture quality. And thus the reason why we're seeing console going for $400-600 instead of $100-200.

    -Rick

    --
    "Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
  4. Misleading article by Anonymous Coward · · Score: 5, Informative

    You don't need to spend 1200 dollars to be competitive.

    9600 GTs went on sale for 130 bucks recently and they can play crysis at a modest detail level.

    A decent gaming machine isn't expensive nowadays:

    $100 processor
    $100 mobo
    $50 case
    $150-200 videocard
    $70 RAM
    $50 PS

    Bam you got yourself a gaming rig.

    ~600 bucks and that's not including the corners you can cut with upgrading.

  5. Office computers by colmore · · Score: 5, Interesting

    The peak of PC (& mac) gaming was the early 90s. Games like tetris, civilization, sim city, lemmings, kings quest, red baron, played fine on standard issue office computers, and the platform was targeted at adults rather than the under 25 crowd. At what point in the 80s did Apple IIs stop getting ports? Since grownups outside a dedicated fanbase generally do not care about the next iteration of graphics and twitch style play, this meant that games had to use either innovative gameplay, storyline, or compelling simulation to compete.

    It was also wonderful that games had small enough budgets and man hours of development that games could be signed by individual creators. Virtually nothing made by committee is as interesting as the enthusiastic work of a dedicated artist.

    All the "are video games art?" questions amuse me. Because the answer is: they used to be, now they're straight Hollywood, with opening weekends and everything, and if that qualifies as art or not really depends on individual taste. But they aren't terribly compelling art as storytelling mediums (Chrono Trigger is the only non-adventure story game I've ever played that might make a decent non-licensed-property paperback) and they don't match film for visual spectacle. Interactivity is the fundamental nature of the art. Tetris is ten times the work of art that Final Fantasy is.

    While I'm complaining: what's with the totally jockish attitude toward games. I have so little interest in proving my skill against testosterone drive 15 year olds, I can't even begin to describe it. Competitive online content, which is seeing the most energy and creativity on both PCs AND consoles, is a turn-off to most people.

    Rhythm games are interesting because much like adventure games, they have a basic interaction model that is dirt simple, but they appeal based on the surrounding context. If you'd told me at the time that Parappa the Rappa was one of the most important games ever made, possibly more so than Street Fighter II, I'd have thought you were nuts.

    There's a lot of innovation on the PC these days though. It's all in Flash. If you haven't played Desktop Tower Defense, you're way missing out (say goodbye to your productive time and sleep schedule though, 100 level challenge is basically impossible but you just keep wanting to try). I'd relearn actionscript (haven't played with it since Flash 4) to make some games if I wasn't very well aware that any good game takes hundreds of hours to write and under the hood if you aren't using complicated physics or AI it isn't very interesting programming. I'd rather invent a language or fork Minix or something.

    On the other hand, MMORPGs are very interesting. Though I worry that WoW defined the success model too well and experimentation is going to fall off (given the huge investment it takes to launch an MMORPG this isn't so much a worry as a certainty).

    Back to the main topic: it's no accident at all that WoW runs playably well on 8 year old graphics cards. Games that require specced out systems have a bright neon sign that says "hobbyists only." If you want a game that crosses over, make it run on whatever piece of crap integrated graphics they put in $500 laptops these days. Hell make it run on OLPC. Graphics can scale down much farther than the currently do, and most people don't mind. Most games could be reduced to Halflife 1 level graphics and still convey the important ingame objects and map features. One thing that I'm constantly bewildered by is that designers use all these polygons not to populate worlds with more interactive objects, but to dress up the same low moving object count we've had since Quake 1. Halo would play perfectly well with 500 polygon characters.

    Or maybe I'm just bitter because 1991 era action puzzle games were the last genre I was any good at. I beat Oh No More Lemmings! as a 10 year old, a fact that I'm still damn proud of.

    But don't worry, PC gaming isn't anywhere near as dead as arcade games.

    --
    In Capitalist America, bank robs you!
  6. Re:Fishy by Colonel+Korn · · Score: 5, Informative

    The 360 and PS3 are a bit slower with a little lower settings than my 18-month old mid price PC. The PC was a $500 upgrade of my 4 year old system (which was in turn a $500 upgrade of my 6 year old system, etc), and is about 1/2 the speed it would be if I spent $180 to put in an 8800GT. On my PC, Oblivion has 16x more pixels in each texture than on my 360 and PS3, draw distance is much higher than on my 360 or PS3, resolution is 1600x1200 (vs 720p or 1080p on the consoles, I'm not sure which mode they render in Oblivion), and I'm forcing AA and HDR to be on. The framerates are about the same between the systems, with a slight edge going to my PC, especially outside.

    I alternate between the three systems. I'm currently in a 360 kick, and honestly when I'm console gaming it's almost always 360, but I'm sure I'll swing back to the PC within a few weeks now that I have it set up to output to my 52" LCD. PC Gamers with high end systems will always have a graphical advantage over consoles and midrange systems will have the advantage through 3/4 of the console product cycle. The important difference to me isn't graphics; it's games. Mass Effect was the original game that started my recent console binge, and then I played a bunch of rather low quality but still fun games like Halo 3 and Gears of War and then a lot of Oblivion on each system, just to compare them. Good PC games tend to beat good console games for quality of writing and nuance of gameplay, but at least half the time I just want a popcorn blockbuster game where I sit back and watch 1-dimensional characters do something simple. I'd hate to give up either type of gaming permanently.

    --
    "I zero-index my hamsters" - Willtor (147206)
  7. Re:Fishy by Quietust · · Score: 5, Informative

    While NTSC technically does render 525 scanlines, only about 486* of them may actually be visible - the rest are used for the vertical blanking interval (which includes stuff like closed captioning), and some of the "visible" ones might get covered up by the frame around an old TV's CRT; thus, the vertical resolution is really only 480. Horizontal resolution, however, is somewhat indeterminate - I've seen numerous values, including 640, 704, and 720.

    (* - this is the number Wikipedia quotes, and it mostly agrees with numbers I've seen elsewhere)

    --
    * Q
    P.S. If you don't get this note, let me know and I'll write you another.
  8. Re:Fishy by nick_davison · · Score: 5, Insightful

    Using a substantially faster video card in a PC doesn't provide nearly the performance of a slower spec'd console. The console isn't burdened by nearly as much overhead, but that should not affect the GPU noticably. Like pixels?

    The XBox360 (which I own and love too), sortakinda does 720p. That's 1280x720. I say sortakinda because checking framebuffers on launch titles revealed some of them weren't even managing that... They were rendering fairly significantly lower resolutions and then upscaling to fill 720p in order to keep their framerates up.

    Compare that to a $200 8800GT that laughs at 1280x720 for most games. Sure, there are some games with graphical effects WAY beyond anything I get on my console... but I can switch it down to console levels and play at full 1080p and beyond (I play most games at 1920x1200 on a 24" widescreen with the vast majority of settings maxed out).

    Now it's true... An optimized system will always out perform a generalized one with identical parts when asked to perform identical tasks.

    However, consoles also have absolutely zero room for upgrading over their five to ten year life cycles whilst PCs sit there benefiting from Moore's Law.

    At launch, high end PCs usually match the console but for significantly more money. A year later, mid range PCs match the console for more money. A year after that, low end PCs tend to match the console for hardly anything more. From there on out, the only real arguments in favor of console performance come from comparing frame rates between a low resolution console with no AA (Forza, I'm looking at you) and a PC at dramatically higher resolutions, AA and AF maxed and a whole bunch of cool new graphical tweaks that aren't even an option on the optimized console version.

    Both paths are equally valid. The PC, by going generic, has the ability to keep up with Moore's law and not wait on five plus year release cycles. Consoles, by going heavily optimized, can get the best bang for the buck at launch, translating in to greater profits for the makers/lower prices over time, and providing a single environment for games to be optimized for.

    The bigger issue, however, is more likely how easy it is to download NOCD hacks, etc. for the PC and have one set of disks passed around a whole group of friends. Console gamers tend to need mod chips and, with Microsoft and Sony controlling the keys to the kingdom, can screw you the moment you go online and get the next forced patch. Game companies factor that in and would rather sell 2-5m units at $60 of Halo 17 with 3-6m turning up with copies etc. than sell 500,000 copies of Doom 18, at $30 a piece after Best Buy slashes prices, with 5-10m copies out there.

    As a hardware medium, they're simply different choices. One gets more rewards up front, one pays them out over time. As a business medium for game makers, Microsoft and Sony tightly holding the keys to going on line makes consoles a FAR better investment.