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Cryptecks

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#1 Cryptecks
Member since 2004 • 610 Posts

The system in my sig (minus the monitor and speakers (already had those)). Cost about $900. So add the monitor and 5.1 surround back in and the price is 1100-1200. I can play Crysis on Very High from 20-35fps and no other game touches it (yet, I'm looking at you Far Cry 2).

I ordered it all from Newegg BTW, don't go with anyone else.

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#2 Cryptecks
Member since 2004 • 610 Posts
I'd love for D3 to have instanced Co-Op like is being discussed, would make the game seem slightly like an MMO, but in a smaller and more enjoyable sense.
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#3 Cryptecks
Member since 2004 • 610 Posts
I had no trouble at all with the complete collection, but as has been said, the booster packs are worthless.
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#4 Cryptecks
Member since 2004 • 610 Posts
I got the complete collection as I had lost my original BF2 CD Key then reformatted my computer, and honestly, nobody plays anything but the vanilla BF2. The Booster packs are next to worthless, and there's about half the people playing SF than there are playing just plain BF2. So if you really want to play in big servers often, just go with BF2 and save the money.
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#5 Cryptecks
Member since 2004 • 610 Posts

Battlefield 2

Portal

Age of Empires 2

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#6 Cryptecks
Member since 2004 • 610 Posts
Entire thing inside and out was freshly built about 3 weeks ago, still has the new system snappiness, love that.
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Cryptecks

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#7 Cryptecks
Member since 2004 • 610 Posts
Well first off Direct X 10 on cuts your FPS in half with real no improvements in graphics which can be done in Dx9 with that Natural mod and or the hack/mod settings. Take a look at the natural mod its nice here you can see http://www.vimeo.com/74844204dcarraher
There are some subtle shader techniques and things at work under DX10, but it's nothing to call home about. And the framerate difference shouldn't be as high as you experienced, maybe you have different drivers on the two systems? DX10 should be lower because of the amazing amount of overhead it has (lots and lots of as-of-yet unused effects and code), but a 20fps difference is quite a lot.
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#8 Cryptecks
Member since 2004 • 610 Posts
That's why he said "Even though I ordered Vista 32bit." I did much the same, as I have XP Pro SP3 32-bit and 4gb of RAM. The system allocated a little more than 3.25gb of this, which is more than enough for the time between now and when I install my 64bit version of Vista (just have no reason to right now).
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#9 Cryptecks
Member since 2004 • 610 Posts
[QUOTE="df853"][QUOTE="Cryptecks"][QUOTE="df853"]

Wiki entry for this game

Ok, I get it now. That is really clever. They basically generate the graphics procedurally instead of just having everything stored in image files. So, they have some sort of tool that has a bunch of different possible drawing procedures stored in it, I would guess probably making lines of different colors, circles, probably some deformation tools... you know, the sort of stuff you'd see in photoshop. So, they draw something in the tool, then when they store this file that just keeps track of what they did to draw the image, like a historical document. They then ship the game with the program that will allow them to read the file and regenerate at runtime the graphic, so they can then store it in memory for quick access.

Then they did something similar with sounds. They use midi, which basically is like sheet music with a few additions such as instrument types. Then when the game plays, it reads that file and generates the actual audio from that "sheet music".

That explains how this game is so tiny. The rest of the space must be taken up by the game code itself. Amazing. I would never have guessed this was possible.

Baranga

Yeah you touched on the sole reason you will never see this exact technology in a real game. Memory. Run either kkrieger or the sequel, Debris, and while it's running check out your process manager. At least in my case, they would struggle to use LESS than 1GB of RAM.

Yeah, since loading the images is much more complicated than just reading an image from the hard disk, they would need to keep everything for a level in memory at once I would imagine. And I'll bet initial load times suck big time... still though, this is a very amazing concept.

Spore is using this technology, that's why the creatures and all the other things you'll create are stored as a 25 kb picture. Maxis hired technicians from the demoscene to achieve this.

Spore is usual procedural generation of certain aspects, while these demos use a procedural creation process for every section of the game world. When everything is made procedurally, the memory usage just soars. Spore has a "spine" if you will, and things are procedurally branched off of that. The two technologies are very similar, but when something is jam packed into less than 200kb, it doesn't compare to Spore (where the creature creator alone is ~250mb.

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#10 Cryptecks
Member since 2004 • 610 Posts

Wiki entry for this game

Ok, I get it now. That is really clever. They basically generate the graphics procedurally instead of just having everything stored in image files. So, they have some sort of tool that has a bunch of different possible drawing procedures stored in it, I would guess probably making lines of different colors, circles, probably some deformation tools... you know, the sort of stuff you'd see in photoshop. So, they draw something in the tool, then when they store this file that just keeps track of what they did to draw the image, like a historical document. They then ship the game with the program that will allow them to read the file and regenerate at runtime the graphic, so they can then store it in memory for quick access.

Then they did something similar with sounds. They use midi, which basically is like sheet music with a few additions such as instrument types. Then when the game plays, it reads that file and generates the actual audio from that "sheet music".

That explains how this game is so tiny. The rest of the space must be taken up by the game code itself. Amazing. I would never have guessed this was possible.

df853

Yeah you touched on the sole reason you will never see this exact technology in a real game. Memory. Run either kkrieger or the sequel, Debris, and while it's running check out your process manager. At least in my case, they would struggle to use LESS than 1GB of RAM.