Reverend said:UT2003 should be dropped. Both the GL games also. Don't know about our audience but personally if there are no good and new GL games, there should be none. Absense of GL testing and DX-only results does not invalidate the review of a product IMO.
Dave, it is my believe that higher poly counts are not the reason many of the newer Q3-engine based games are CPU limited. This higher poly count argument may apply to UT2003 but not these newer Q3-based games.DaveBaumann said:Quake3 scales very nicely. This is becuase it is of relatively low poly counts and CPU/system performance (for its poly requirements) has scaled well with the power of 3D graphics. The problem is that Q3 doesn't use much, if any, hardware vertex processing (T&L) making it very dependant on the CPU performance. With later Q3 based games they have continued to increase the poly count in line with the increases of CPU power, which means that many Q3 games are totally CPU dependant - you can see that RtCW:ET is now around the 60FPS mark whereas RtCW (1 or 2 years before it) is about 120FPS but they are both Completely limited by the CPU on modern boards.
I believe Q3 always used the OpenGL transform pipe, hence, it's using HW transform when available.DaveBaumann said:AFAIK T&L was only ever used in the areas with subdivisions on the Q3 engine (i.e. the curved bits) and titles like RtCW probably don't even use this. The increase in CPU requirements is almost certianly down to increasing poly counts.
Well then, I don't know the real answer as to why all post-Quake3 (the game) that uses the Q3-engine has all been CPU limited.DaveBaumann said:No. First off, sound isn't used in any of my reviews, so thats a non issue. The demos are also multiplayer demos so there would be no AI involved either - besides, even in the single player game I doubt there would be any AI changes between RtCW and RtCW:ET.
AFAIK T&L was only ever used in the areas with subdivisions on the Q3 engine (i.e. the curved bits) and titles like RtCW probably don't even use this. The increase in CPU requirements is almost certianly down to increasing poly counts.
Reverend said:Dave, it is my believe that higher poly counts are not the reason many of the newer Q3-engine based games are CPU limited. This higher poly count argument may apply to UT2003 but not these newer Q3-based games.
It's the AI and the sound.
Reverend said:Well then, I don't know the real answer as to why all post-Quake3 (the game) that uses the Q3-engine has all been CPU limited.