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So does the leaked Doom 3 Alpha work good on the G400?
You will not find a source for it here. If one IS posted, you can be sure the mods will come down on you.
Gigabyte P35-DS3L with a Q6600, 2GB Kingston HyperX (after *3* bad pairs of Crucial Ballistix 1066), Galaxy 8800GT 512MB, SB X-Fi, some drives, and a Dell 2005fpw. Running WinXP.
tried also changin the agp speed, texture memory, sideband adressing etc, nothing helped
I had the same problem until I installed the latest Intel Application Accelerator.
I'm using the 2.2.3 beta and haven't tried it with the 2.2.2 official as that can cause corruption with large Western Digitial drives - which I have.
"I contend that we are both atheists. I just believe in one fewer god than you do. When you understand why you dismiss all the other possible gods, you will understand why I dismiss yours." - Stephen Roberts
Despite his undeniable talent as a programer, what John C. does is pushing the bar a step further with each new engine release.
Why? Because he has the power to do so - ID is a big, big name in gaming industry.
A miracle on coding would be to write an engine that looks as good as Doom III (yes it´s really awesome) but that would run at 40-50 fps with all eye candy on with current hardware.
The secret isn´t doing bumpmapping/pixel shaders and stencil shadows on everything, real time lighting, and so on. The secret is having enough power to force people to upgrade the hardware to be able to play a game.
When Quake3 was out, I had a G200. Anyone remembered how it run on it? Heck, even a G400 would choke it you run it at more than 800x600...
yes... but at the same time the quake 3 engine is incredible because it can run on a P100 w/ a 3Dfx Voodoo Rush graphics card... i mean... thats low... it was just a matter of turning details and options down...
another thing with id is that it runs on relatively low end hardware, but will scale in appearance and quality so it suits the high end hardware...
the general max limit of polys that you want visible at any given point in time if you are developing a map for quake3 was around 6,000 triangles... in doom3 the lowest number of triangles i saw on screen at a time was like 60,000 and the max i saw was like 115,000... thats a lot of polys and that is a huge improvement over quake3 or anything else thats out there right now..
"And yet, after spending 20+ years trying to evolve the user interface into something better, what's the most powerful improvement Apple was able to make? They finally put a god damned shell back in." -jwz
yes... but at the same time the quake 3 engine is incredible because it can run on a P100 w/ a 3Dfx Voodoo Rush graphics card... i mean... thats low... it was just a matter of turning details and options down...
Of course, but if you do it (disable lighmaps, going back to vertex lighting, low poly count, low res textures) you get Quake 1... that also ran on a P100 with a voodoo.
There´s nothing wrong with ID game detail scaling, it´s very wise in fact. But if you want all the eye candy there´s no hardware that can do it at this time, not even a R9700, and doubtfully the NV30.
the general max limit of polys that you want visible at any given point in time if you are developing a map for quake3 was around 6,000 triangles... in doom3 the lowest number of triangles i saw on screen at a time was like 60,000 and the max i saw was like 115,000... thats a lot of polys and that is a huge improvement over quake3 or anything else thats out there right now..
Agree, but how many fps do you get with all those polys? After a few tweaks I can get low 20´s at 800x600x32 with a GF4 Ti 4400@305/630. As a matter of fact D3 isn´t about polygon count at all. It´s all about pure pixel pumping power to do all that transparencies, bumpmapping, lighting and shading. Just do r_shadows 0 and see fps going up... and a lot of visual flair going out.
I don´t think D3 poly count is that impressive. Codecreatures, for instance, is almost all about DX8 T&L raw power (it does have a little pixel shading here and there). It draws as much as 500,000 polys per frame and still keeps the framerate well above 20, averaging around 30fps at 1024x768 on a GF4 and 40+fps on a R9700.
Nuno, If ID do their optimizations properly, and if nv and ATI write their drivers right, this game should run excellent on a GF4 Ti and R8500. And I think that It will run extremely well on a R9700 even with maxed settings, based on what I saw in the alpha.
Yes, JC is one of the very few coders left out there that seems to be at least trying to optimize their code. Just take a look at what his engines are able to do graphics-wise and especially how versatile they are. I think the hardware requirements are acceptable.
Take a look at things like EA FIFA or NFS games and other recent game titles and what hardware requirements they have and they still run crappy on GF4/R9700/Parhelia level hardware even though the gfx are mediocre at best..
I don´t doubt that Doom3 (at least the E3 demo that´s floating around) is far from completion and optimizations will surely happen on game code and surely on video cards drivers.
Point is that the game visuals are simply too complex for any current hardware to handle at playable framerates at a decent resolution. There´s simply too much texture passes and almost everything casts a shadow that´s handled by the video card stencil buffer - this requires a huge load on it and current cards (specially IMR ones) don´t do well with multiple stencil buffer accesses.
Take a look at this not-so-innocent powerVR benchmark http://www.pvrdev.com/fE/DX8/D3DFableMark.zip where shadows are handled on real time on the stencil buffer, just as in D3. Of course Kyro cards shamely beat GF4 on this, not because any cheating, but simply because tile renderers can do extremely fast stencil buffering.
It´d be interesting to see how KyroII handles this D3 leak because of this. Unfortunelly, it just crashes before starting the game. Anyway, DOT3 on Kyro is very slow, so I´m afraid it wouldn´t handle it too well.
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