Yes, I'm talking about Deus Ex and Glide. Yes, this is an on-topic thread, cuz it's more about video hardware/software issues than the game itself. Now then..
Have you checked out the Deus Ex demo? If not, I whole-heartedly recommend you to do so. This title proves two things:
1. No matter what how much people has tried to put 'em down since Daikatana showed up, ION Storm is quite capable of creating a "hit" title. From what can be told from the demo, as a game Deus Ex is amazing - the whole feel of the world is extremely realistic. But since this is a technical thread, I'll say no more.
2. No developer can ever make the Unreal engine run properly on majority of graphics hardware, and UT only ran acceptably in D3D 'cos it's graphics were so simple and levels small. It's very, very sad to see the technical-WoT fiasco all over again... I can't believe developers still license Unreal engine, as far as performance goes, they might as well license the Ultima XI engine.
In D3D at default settings, Deus Ex runs like a one-legged dog. This is not only on my measly Celeron 375/128mb/GeForce system, several high-end system owners (at least one of the systems was P3/800, 256mb + GF DDR) have had same same symphtoms: unbeliveably sluggish performance in any larger areas and during combat. No matter the horsepower you throw at it, Unreal engine's D3D renderer just won't be satisfied and gobbles up the juice.
Why does the Unreal engine run so badly? It sure as hell has nothing to do with nVidia card architechture, since excluding 3dfx Voodoo5, all other D3D cards crumble under it's weight as well. Outside UT, CPU horsepower seems to do nothing to the Unreal engine as well. Also, slowdown doesn't occur when there's lots of textures on the screen, or when polygon count is high, but rather only on largest and most open of areas. I have some theories (of which most are old):
- Portal-style clipping of Unreal engine somehow fits very poorly with anything but Glide. I don't know the Unreal engine thoroughly, so I really can't elaborate. But since Unreal is the only major game to utilize portal clipping, and also the only one to have major, unsolveable D3D issues... Maybe a bit too far fetched.
- Using palletized textures. It's no secret, that Unreal engine relies heavily on palletized (8-bit) textures which some D3D hardware (namely Nvidia TNT, TNT2) or D3D drivers (GeForce, GeForce2) fail to support. I believe Epic hasn't done a proper job with the texture management to alleviate missing HW/SW support for this feature, and is relying on D3D driver to do the "conversion-new texture upload" process on-the-fly. Needless to say, this would totally kill framerate and cause excessice HD swapping as conversion copies easily eat up to megabytes of memory.
[RANT MODE]
Nevertheless, Deus Ex is such a great game that I even consider overlooking the issues and buying it. But I don't get it: why do developers choose the Unreal engine, overlooking these issues, when there are several technically superior alternatives (Quake II/III, LithTech 1.0/1.5/2.0) out there? Are they sitting ignorantly in their offices with only Voodoo cards in their computers believing, that people will buy a new video card just to run their game? Or is there huge sums of "sponsor" money involved?
Worst of all, head of Duke Nukem Forever developement team openly announced, that DN4ever will run best with Glide, and they won't even try to do anything about it.
Hell, screw the whole damn thing, I think I've had it up to here <pointing at his own neck> of PC games. My next computer will be a Sun or Alpha UNIX box + PS2.
[/RANT MODE]
[edit] Addressed typos, upgraded to a cheesier thread title [/edit]
Have you checked out the Deus Ex demo? If not, I whole-heartedly recommend you to do so. This title proves two things:
1. No matter what how much people has tried to put 'em down since Daikatana showed up, ION Storm is quite capable of creating a "hit" title. From what can be told from the demo, as a game Deus Ex is amazing - the whole feel of the world is extremely realistic. But since this is a technical thread, I'll say no more.
2. No developer can ever make the Unreal engine run properly on majority of graphics hardware, and UT only ran acceptably in D3D 'cos it's graphics were so simple and levels small. It's very, very sad to see the technical-WoT fiasco all over again... I can't believe developers still license Unreal engine, as far as performance goes, they might as well license the Ultima XI engine.
In D3D at default settings, Deus Ex runs like a one-legged dog. This is not only on my measly Celeron 375/128mb/GeForce system, several high-end system owners (at least one of the systems was P3/800, 256mb + GF DDR) have had same same symphtoms: unbeliveably sluggish performance in any larger areas and during combat. No matter the horsepower you throw at it, Unreal engine's D3D renderer just won't be satisfied and gobbles up the juice.
Why does the Unreal engine run so badly? It sure as hell has nothing to do with nVidia card architechture, since excluding 3dfx Voodoo5, all other D3D cards crumble under it's weight as well. Outside UT, CPU horsepower seems to do nothing to the Unreal engine as well. Also, slowdown doesn't occur when there's lots of textures on the screen, or when polygon count is high, but rather only on largest and most open of areas. I have some theories (of which most are old):
- Portal-style clipping of Unreal engine somehow fits very poorly with anything but Glide. I don't know the Unreal engine thoroughly, so I really can't elaborate. But since Unreal is the only major game to utilize portal clipping, and also the only one to have major, unsolveable D3D issues... Maybe a bit too far fetched.
- Using palletized textures. It's no secret, that Unreal engine relies heavily on palletized (8-bit) textures which some D3D hardware (namely Nvidia TNT, TNT2) or D3D drivers (GeForce, GeForce2) fail to support. I believe Epic hasn't done a proper job with the texture management to alleviate missing HW/SW support for this feature, and is relying on D3D driver to do the "conversion-new texture upload" process on-the-fly. Needless to say, this would totally kill framerate and cause excessice HD swapping as conversion copies easily eat up to megabytes of memory.
[RANT MODE]
Nevertheless, Deus Ex is such a great game that I even consider overlooking the issues and buying it. But I don't get it: why do developers choose the Unreal engine, overlooking these issues, when there are several technically superior alternatives (Quake II/III, LithTech 1.0/1.5/2.0) out there? Are they sitting ignorantly in their offices with only Voodoo cards in their computers believing, that people will buy a new video card just to run their game? Or is there huge sums of "sponsor" money involved?
Worst of all, head of Duke Nukem Forever developement team openly announced, that DN4ever will run best with Glide, and they won't even try to do anything about it.
Hell, screw the whole damn thing, I think I've had it up to here <pointing at his own neck> of PC games. My next computer will be a Sun or Alpha UNIX box + PS2.
[/RANT MODE]
[edit] Addressed typos, upgraded to a cheesier thread title [/edit]