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#26 |
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I picked the game up last night, and I think the problem is that PC gamers expect more from PC games than consoles.
On my setup(Q6600, 4GB DDR2-800 4-4-4-12, SLI-9600GSO's) the game is smooth, looks better than the PS3 version and maintains better framerates. I wouldn't call that a crappy port, I would consider that a good port. Resolution plays a huge part in this issue. If you look at the resolution the game is being rendered at on the consoles, it is 720p, or 1366x768. Thats only 1,049,088 pixels that need to be rendered. Now you have people starting to play the game on PCs, a standard 1280x1024 LCD means you are now rendering 1,310,720 pixels. Thats 25% more pixels rendered on the PC vs. the Consoles. So even with the settings lowered to make the PC version look like the Console version(which for me seemed to be all medium or low settings), the PC version is still rendering more pixels, so of course it is going to be more demanding. Moving up to 1680x1050 means you are rendering ~68% more pixels. Add to that, the fact that it is much harder to optimize games for PCs than it is for Consoles. With Consoles, you have to optimize the game for, maybe, 3 different setups. With PCs there is an infinite number of configurations. Of course PC gamers expect a little bit more. They expect to play all their games at high settings, at much higher resolutions than console gamers. So many will complain if they can't play the game at maximum resolutions and high settings and call it a shitty port. Any port that looks better than the console and runs as smooth or smoother on mid-range PCs at 1366x768 is a sucessful port, IMO. From what I have experienced in the GTA:IV on the PC, Rockstar has managed to do this.
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#27 |
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I can has 1Gb Vmem and quad core, please tell me this is a multithread game.
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“it would have been perfect....its got trains and the line"tech your kids not to do what iv done"(or similar) because i had obviously done something to warrent 2 e-thugs to come 4000miles out of their way and kill me.” -Solaris17 “yeah i failed. i noticed the "coming soon" part after i posted.” -Mussels
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#28 |
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I would assume it is multi-threaded, it would almost have to be on the consoles since the only way to get good performance out of their CPUs it to multi-thread. So I would hope they did the same on the PC port.
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#29 |
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#30 |
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Dan is here, and always with the logic of looking and thinking, Why I oughtaaaa.
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“it would have been perfect....its got trains and the line"tech your kids not to do what iv done"(or similar) because i had obviously done something to warrent 2 e-thugs to come 4000miles out of their way and kill me.” -Solaris17 “yeah i failed. i noticed the "coming soon" part after i posted.” -Mussels
“people are just stupid.” -W1zzard
Yes I am evil, yes you can have some.
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#31 |
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As I stated, this is the first pc game to use RAGE and Euphoria. I didn't say that the game is impossible to be ported, but it is gonna take a lot of work to do so. And R* pulling this off in 6 months is a very short time, for such an ambitious game with an ambitious array of technology. They are moving from a 8-thread PPC cpu to a no more than 4-thread x86 cpu (excluding the recently released the 8-thread i7). Atm, they done a great job, and that is possibly the reason why R* put the disclaimer stating that current hardware will not max out the game. As for the video cards, that just bad coding...both on part of R* and current drivers/hardware (I am saying hardware because to max out the game in texture detail, draw distance, and rendering quality you need VRAM greater than the typical 512mb...perhaps around 1gb).
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#32 |
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I believe they already have programs to convert coding into direct x from ps3. To make games easier to port over to other systems.
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#33 | |
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Quote:
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#34 |
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ps3 is a cell chip and process the data differently.
More like a GPU than anything, and I think if you mixed ATi/Nvidia cores with the right program you could do what the ps3 does, and almost just the same on how it runs it. In fact I think if you ran a ATi card for direct memory access/stream http://ati.amd.com/developer/techrep...06_Sketch).pdf From back 1900xt http://en.wikipedia.org/wiki/Data_parallelism http://www.mathematik.uni-dortmund.d....html#setupgl1 And we all know what cuda(nvidia physics) is I think. http://en.wikipedia.org/wiki/Physics_processing_unit PS3 GPU overview http://en.wikipedia.org/wiki/Cell_(microprocessor) |
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#35 | ||
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Quote:
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First read what EvilZed posted. Newtekie pretty much sums it up nicely too. The game IS a successful port. It runs better on my PC than a Xbox360 or PS3 using the same settings as they use in the console version. Plus Rockstar was kind enough to include settings that only the best PC's can run. What in the hell is wrong with that? Of course, most of the people I see hear bashing Rockstar don't even own the game! Some people need to get off of thier high and mighty high-chair and start gaming. (The last comment isn't directed towards anyone in particular.. but you know who you are) I'm sucked into this game, I played it for hours last night and was late to work today... |
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#36 | ||
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In term of "a lot of work" as in taking a ambitious game, with new technology to a platform that hasn't been developed before. Previous console-to-pc ports uses engines that have already been initially developed for the PC, such as the unreal, id tech4/5, source, havok, etc. Now if R* used those engines, and ported the game within 6 months, then I would understand. But not when the RAGE was designed initially for the consoles, and then ported within 6 months to the PC (when the game was like 4-5 years in development). Euphoria is also a new thing for the PC. Star Wars: FU got canceled for the PC...due to the amount of work and short time frame. I am assuming that 8 threads are being used, for the game was delayed 6 months for more work for the ps3...and the ps3 power piece is its 8-core cell cpu. Any ways, with the short time...R* did a decent job. What I am going against is that disclaimer that they put in the readme.txt. They pulled off another crysis... ![]() Quote:
^^this is a good post regarding the PS3 hardware, in compare with the 360. Last edited by ktr; Dec 4, 2008 at 06:00 PM. |
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#37 | |
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I think porting anything between completely different platforms is a crap job. I doubt GTA was any harder or easier. Your logic of 8 cores being used because it was delayed 6 months doesn't make much sense either. I'd say it was delayed because they simply weren't done. Just like most games, I'd say there are two main threads or something and several things on the size, hardly causing a load on the other cores. Would be interesting to check CPU usage on the PC version though, I see no reason why the engine is changed so much that the threads got changed. Besides, PS3 only has 7 cores, not that that changes anything
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#38 |
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The car and npc density is run off of the CPU. With car density set to 100, my q6600 at 3ghz is being used 78% (4 cores) during the benchmark. Actually GPU is 80%, RAM 60%. It seems to be using most of my system. I'm quite sure Rockstar has been working on the PC version of this game before they launched it on the consoles.
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#39 |
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Two words - EPIC FAIL
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#40 | |
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#41 |
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#42 | |
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You can adjust car and npc density? That is fucking lame. That goes against how R* wanted to perceive the game to its audience. So turning them lower just to play the game will result in a different experience...the look and feel. One think I liked about gta4 was how dense downtown gets with cars and peeps. Now turning then all to 100%, does it differ to the console version? |
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#43 | ||
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Quote:
Actually EvilZed posted this earlier: Quote:
Last edited by erocker; Dec 4, 2008 at 07:09 PM. |
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#44 | |
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#45 |
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For a while I was playing with a draw distance of 14, and missing buildings and the like weren't noticable at all from the ground. Flying in a helicoptor, things are deffinitely more noticable. My 512mb vid card just doesn't have enough vram to draw more textures at a greater draw distance using 1920x1200.
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#46 | |
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I didn't even realize that SLI wasn't supported, so it is only using one of my 384MB 9600GSO's and it handles the game just fine at those settings.
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#47 |
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does it have a benchmark mode?
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#48 |
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#49 | |
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![]() I will wait for some patches and hope they'll optimize the game.
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#50 |
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