radeonic2 said:
wireframe said:
radeonic2 said:
Jawed said:
EQ2 also seems to be more than any of the current cards can comfortably handle with all the eye candy on.
EQ2 is only a SM1 game, so it's not a game that should be used as a reason why hardware isn't fast enough.
Nonsense. Any time the video card is the bottleneck, it is the component that needs to be reworked to solve the problem. Who cares what shader model is used? You want the full experience.
Nonsense?
If a game is designed for DX8 hardware, and you have DX9 hardware, how is it optimal to run it in DX8?
Am I not correct in believing EQ2 would run better in DX9, since DX9 can do things in 1 pass that takes many in DX8?
I find your way of thinking disturbing, I suppose the pc version of halo is limited by hardware, not by poor code?
This is also in response to Chalnoth's assistance in your rebuttal so I mish mash in this one post, answering more generally than point by point.
First I want to point out that it seems both (or all three, rather) of you are familiar with the actual game whereas I am not. I read "because it's SM 1.1" and responded to that. I did not read "Everquest 2 is horribly coded". Keep that in mind.
So you are saying that a game specifically coded for DirectX 8 should have criticisms levelled on it because there exists a further 9.0 specification which would have allowed for higher precision and better performance? So, when running Source on a Geforce 6800 we can forgive any performance deficits because
it would run much faster if it was coded for SM 3.0 ? This sounds very iffy to me. Hardware has to deal. Of course, if you are suggesting the devs for Everquest 2 made some impossible design decisions, that's another matter.
Your point seems highly hypothetical when, in fact, you are dealing with a very real game and hardware. Sure there is bad code, but part of advancing hardware is dealing with this. I am sure that Halo for PC was not thought of as some masterpiece in efficient coding. I even think the developer/publisher was well aware of the inefficiencies and was banking on big-gun hardware to solve that problem for them. If hardware only becomes good at running new code or, heaven forbid, increasingly worse at running old code, then you have a problem. You may want to think of this in terms of Petium 4/NetBurst and even Itanium from Intel. Both of these designs have a catch: they need new code to extract performance. This is not a good excuse if it performs terribly on legacy code.
Ok, so this was my long response to why I thought your statement was nonsense. Perhaps I didn't realize that you were saying things between the lines, being more familiar with the actual game. I took your quote verbatim and thought I called a spade a spade.
Consider what I quoted from you and then overlay that with a hypothetical "Half Life 2 is only a SM 2.0 game, so it's not a game that should be used as a reason why hardware isn't fast enough," while you think SM 3.0 hardware. I hope you agree that this would be absurd.
Sorry if there was any confusion.
EDIT:
I should probably have made it clear that each successive DX level implies support for the preceding ones and I think lack of backwards support is unthinkable. You cannot decide to suddenly cut performance on backwards SMs just because you have a new one that solves all those problems more elegantly. You still have the legacy code to support. But I think this is all just a misunderstanding where you meant that Everquest 2 is messed up a la Halo and I read it as a general statement about SM 1. The question then becomes did EQ2's devs count on future hardware being fast enough to cope with this DX8 inefficiency? Did they do so wisely? Hopefully the hardware is fast enough to make these questions go away.