Yep. In addition to that, Max mentioned that they will be taking more advantage of multithreading in alpha. Putting rendering in a separate thread should really do wonders on most semi-modern machines.
<!--quoteo(post=1779421:date=Jul 16 2010, 04:25 AM:name=yourbonesakin)--><div class='quotetop'>QUOTE (yourbonesakin @ Jul 16 2010, 04:25 AM) <a href="index.php?act=findpost&pid=1779421"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The alpha will most certainly be fixed :D
It'll just take some time. When we get into beta, most driver/graphics/compatibility issues should be fixed. The alpha will be buggy. That's what testers are for :D<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1779542:date=Jul 16 2010, 03:37 PM:name=cmc5788)--><div class='quotetop'>QUOTE (cmc5788 @ Jul 16 2010, 03:37 PM) <a href="index.php?act=findpost&pid=1779542"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The engine test is nowhere near as demanding as Crysis, it just has more software-specific glitches than a well-tested engine. As I mentioned earlier in the thread, I can run the engine test almost flawlessly on high on a 3-year-old computer that wasn't even top-of-the-line 3 years ago. Try doing that with Crysis on max.
edit: to be fair, a lot of that probably also has to do with being able to have pretty aggressive occlusion culling for a game based around indoor hallways and corridors. You can avoid a lot of extra rendering without sacrificing any aesthetics.<!--QuoteEnd--></div><!--QuoteEEnd--> ^ agree, crysis runs less than perfectly on my pc on some levels, while ns2 never seems to dip below 60.
Does anyone else's engine test have almost zero anti-aliasing??? The shadows have really jaggy edges and look low res. I was kind of disappointed because it doesn't look like the official screenshots.
<!--quoteo(post=1783473:date=Jul 26 2010, 01:13 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 26 2010, 01:13 AM) <a href="index.php?act=findpost&pid=1783473"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does anyone else's engine test have almost zero anti-aliasing??? The shadows have really jaggy edges and look low res. I was kind of disappointed because it doesn't look like the official screenshots.<!--QuoteEnd--></div><!--QuoteEEnd-->
The shadows probably won't be perfectly crisp, that's just kind of what you get with a lot of dynamic lights unless you want performance to be pretty terrible.
As for the antialiasing, yeah, I don't think the engine test had any settings available for that. It'll probably be in for the alpha, though.
Given that playable performance is within the scope of the alpha I would imagine so, if not at release then over time it will improve.
It would improve faster if you submit bug reports with helpful information about it.
<!--quoteo(post=1783473:date=Jul 26 2010, 07:13 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 26 2010, 07:13 AM) <a href="index.php?act=findpost&pid=1783473"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does anyone else's engine test have almost zero anti-aliasing??? The shadows have really jaggy edges and look low res. I was kind of disappointed because it doesn't look like the official screenshots.<!--QuoteEnd--></div><!--QuoteEEnd-->
Shadow mapping has a finite resolution for the shadow map, you can fix it by increasing resolution but that makes it take up more memory/processor time.
I'm sure however there will be some clever optimisation done on it. For example spotlights could be given a much higher resolution because all of it is likely to be used, whereas omni lights may well not use most of their map.
Leastways as I understand shadow mapping that should be the case.
It doesn't have anything to do with antialiasing, although you could antialias the shadow map if you wanted, AA is just about smoothing out the pixels on screen, what you're actually seeing is more like low res textures.
After taking a look at the video posted of game play I would say yes! It looks like its running very smoothly for being an Alpha. Like people have said all over this forum, if its not good to begin with it will be before too long with all the testers feedback. That includes your feedback.
Comments
Yep. In addition to that, Max mentioned that they will be taking more advantage of multithreading in alpha. Putting rendering in a separate thread should really do wonders on most semi-modern machines.
It'll just take some time. When we get into beta, most driver/graphics/compatibility issues should be fixed. The alpha will be buggy. That's what testers are for :D<!--QuoteEnd--></div><!--QuoteEEnd-->
I couldn't have put it any better.
I played NS1 for years and want to buy the special pre-order - but not if it won't run on my laptop :(
stats given by my computer:
AMD Turion X2 Dual-Core Mobile RM-75
4GB RAM
ATI Mobility Radeon HD 4530
1790MB total available graphics memory
Can run Left for Dead 2 fine on high setting, Crysis was playable on low setting...
thanks all~
edit: to be fair, a lot of that probably also has to do with being able to have pretty aggressive occlusion culling for a game based around indoor hallways and corridors. You can avoid a lot of extra rendering without sacrificing any aesthetics.<!--QuoteEnd--></div><!--QuoteEEnd-->
^ agree, crysis runs less than perfectly on my pc on some levels, while ns2 never seems to dip below 60.
The Engine test gives me 18-30 fps at all times, no matter the resolution OR settings from low to high.
so it's def my rig.. I got a Q6600 @ 2.4ghz.. still though.. hope it improves! aslong as the alpha is playable.
The shadows probably won't be perfectly crisp, that's just kind of what you get with a lot of dynamic lights unless you want performance to be pretty terrible.
As for the antialiasing, yeah, I don't think the engine test had any settings available for that. It'll probably be in for the alpha, though.
It would improve faster if you submit bug reports with helpful information about it.
<!--quoteo(post=1783473:date=Jul 26 2010, 07:13 AM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jul 26 2010, 07:13 AM) <a href="index.php?act=findpost&pid=1783473"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does anyone else's engine test have almost zero anti-aliasing??? The shadows have really jaggy edges and look low res. I was kind of disappointed because it doesn't look like the official screenshots.<!--QuoteEnd--></div><!--QuoteEEnd-->
Shadow mapping has a finite resolution for the shadow map, you can fix it by increasing resolution but that makes it take up more memory/processor time.
I'm sure however there will be some clever optimisation done on it. For example spotlights could be given a much higher resolution because all of it is likely to be used, whereas omni lights may well not use most of their map.
Leastways as I understand shadow mapping that should be the case.
It doesn't have anything to do with antialiasing, although you could antialias the shadow map if you wanted, AA is just about smoothing out the pixels on screen, what you're actually seeing is more like low res textures.