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What should the minimum system requirements be? |
256 RAM, 32 VRAM, & 1.2 Gig CPU |
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66% |
[ 8 ] |
526 RAM, 64 VRAM & 1.5 Gig CPU |
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33% |
[ 4 ] |
1gig RAM, 128 VRAM, 1.5-2 Gig CPU |
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0% |
[ 0 ] |
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Total Votes : 12 |
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mininetaz Pretty, Pretty Fairy Princess
Joined: 30 Jan 2007 Posts: 5
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Posted: Mon Feb 05, 2007 9:24 pm Post subject: Min System Requirements |
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I'm working on my game entry for the contest, I'm at the point now where I need to figureout the basic polygon count for in game NPC's.
I'm at a cross roads that is stoping my progress as far as populating my game is concerned. The NPC you can see on my project page has 35,000 polygon's he is a poser4 model that I imported into my game engine. The second choice and FAR less detail is the 4,600 polygon model I can import into the engine from Poser. As you can see there is a big difference in polycount, and thus in the level of detail it brings/take away from the game.
If I stay at the 4,600 polygon level the minimum requirements would be 256meg RAM, 32 VRAM, & 1.2 gig CPU to play the game at a playible frame rate. These are the same system specs as my development OSX PC.
How ever if I use the 35,000 polygon model the minimum specs must go up to 526meg RAM ,64 VRAM and 1.5 gig CPU. I have tested the engine on a 1 gig RAM, 128VRAM, and dule 3.4 gig CPU XP computer and it runs good.
Were i'm torn is I think those are to high of minimum system requirements for a game. So I would like to get a baseline of what you guy's have in terms of RAM, VRAM and CPU so I can pick the one that most people will beable to play the game with.
Another Idea i'm toying with is to add support for both LOW & HIGH polygon models but thats double the work when it comes to NPC creation so not sure if I can do that in time to meet the contest deadline.
Thanks in advance for your feedback.
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Terry Spectral Form
Joined: 16 Jun 2002 Posts: 798 Location: Dublin, Ireland
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Posted: Mon Feb 05, 2007 10:24 pm Post subject: |
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I think you should go for the lowest system spec you can manage.
By the way, your project looks really neat. I can't wait to play it! _________________ http://www.distractionware.com
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RedSlash Mage
Joined: 12 May 2005 Posts: 331
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Posted: Tue Feb 06, 2007 6:53 am Post subject: |
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Lower the better. :)
I think 256MB is good to target at.
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me4tw Pretty, Pretty Fairy Princess
Joined: 01 Feb 2007 Posts: 5
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Posted: Tue Feb 06, 2007 9:06 am Post subject: |
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Like almost everyone else I chose the lowest, although it still seems a little bit high for "minimum".
Mind you perhaps that is something you cannot really help with whatever engine you are using. As you said yourself lower polycount models are obviously lower detail so it takes less work to do them. More productivity!
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RedSlash Mage
Joined: 12 May 2005 Posts: 331
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Posted: Wed Feb 07, 2007 1:55 am Post subject: |
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I believe the polygon count for snake in MGS3 is about 4000. I would say you 4600 minimum count is still on the high end if you're supporting low end computers.
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mininetaz Pretty, Pretty Fairy Princess
Joined: 30 Jan 2007 Posts: 5
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Posted: Wed Feb 07, 2007 6:24 pm Post subject: |
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Ok well after a few days of feedback. Im going to go the low poly route for the contest. With the deadline approching I need to get cracking making models. Thanks everyone who gave feedback and or voted. It made my selection less of a burden. Well on with the development i guess.
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Modanung Mage
Joined: 20 Jun 2002 Posts: 317 Location: The Netherlands
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Posted: Tue Feb 27, 2007 11:41 am Post subject: |
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Of course the game should always be as efficient as possible. And if it looks really kick-ass I don't mind it needs a no more then 2 year old video card and 1-2 Ghz CPU. But if it doesn't need it it should use it.
And use your polygons efficiently, use them to define shape. The vertices do not need to be equally spread over the model.
When I look at the screenshots of your game I'd say you should balance out the number of polygons in the characters and enviroment a bit. I see a smooth NPC, highly detailed and next to it a cup with only eight sides.
Btw, using Poser 6 for you models doesn't sounds like you actually made them to me.
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Nodtveidt Demon Hunter
Joined: 11 Nov 2002 Posts: 786 Location: Camuy, PR
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Posted: Tue Feb 27, 2007 11:55 am Post subject: |
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Nothing wrong with using Poser to model. It's not specifically a modeller, though it certainly can. _________________ If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
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Modanung Mage
Joined: 20 Jun 2002 Posts: 317 Location: The Netherlands
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Posted: Tue Feb 27, 2007 11:58 am Post subject: |
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Well I'm not familiar with it. But as far as I know it's more like a model generator then a modelling tool. And I wouldn't call that homemade content. Just as downloading a script for creating random trees isn't the same as modelling trees.
Correct me if I'm wrong though.
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Terry Spectral Form
Joined: 16 Jun 2002 Posts: 798 Location: Dublin, Ireland
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Modanung Mage
Joined: 20 Jun 2002 Posts: 317 Location: The Netherlands
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Posted: Tue Feb 27, 2007 4:56 pm Post subject: |
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Echo wrote: | You're right, but it's not important. |
Depends how strict you want to follow the first rule of every RPGDX contest:
"You create all content of your game within the timespan of the contest. A short extension isn't a given, but be prepared for it nonetheless. Content is graphics, music, dialogue and environments."
And whether or not this way of generating content complies with the "You create..." bit.
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Terry Spectral Form
Joined: 16 Jun 2002 Posts: 798 Location: Dublin, Ireland
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Nodtveidt Demon Hunter
Joined: 11 Nov 2002 Posts: 786 Location: Camuy, PR
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Posted: Tue Feb 27, 2007 10:54 pm Post subject: |
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The line is vague. One could argue that a model made out of cube primitives isn't "original content" because you used premade cube primitives. _________________ If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
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Modanung Mage
Joined: 20 Jun 2002 Posts: 317 Location: The Netherlands
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Posted: Wed Feb 28, 2007 12:27 am Post subject: |
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nodtveidt wrote: | The line is vague. One could argue that a model made out of cube primitives isn't "original content" because you used premade cube primitives. |
They aren't called primitives for nothing. I'm not saying this project should be disqualified... just thinking about saying so. :)
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Wed Feb 28, 2007 3:58 am Post subject: |
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content that is made by the user, whether using modeling tools of any kind, as long as the files were not made previous to the contest, then its valid content. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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