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MOH:AA - Quake on DX

VIAN

Diamond Member
I know EA licensed some of Id's software for MOH. It shows in the beginning and you can't skip it, annoying. But doesn't Id make their software to OpenGL. Why would EA change this? Does that explain why the app runs like donkey crap?
 
If you say so
rolleye.gif
 
Interesting. I thought it used OpenGL, but that site just confused me. Anyway, do you know why it runs like donkey crap? the Ti 4600 can barely run spearhead with everything on high at 1280x960, no aa or af. But it ran unreal 2 beautifully. with everything on high at that res.

Edit: Spearheas only supports 1158x768, or something like that. That was the res that I played Spearhead at. 1280x960 is the res I played U2 at.
 
Volumetric Smoke was turned off because I never noticed a difference back then didn't know what it was. And complex shadows wouldn't do that. I had high on mast shadow control in Unreal 2.
 
KoolHonda was giving you correct info, volumetric smoke and complex shadows are two of the hardest hitters on framerate in the MOH games. As for the Unreal engine, it is generally considered to be a superior outdoor environment game engine to Quake. Quake (MOH) has generally been considered better at indoor environments, now I'll bet your framerates are hurting mostly in outdoor maps correct?
 
But it ran unreal 2 beautifully. with everything on high at that res.
I really have trouble believing that. What is your framerate when you're playing the game in something like the snow mission? Or how about the dam mission?

Unreal II runs like absolute ass in most situations, even with the patch and even on the best systems out there. I had problems on my 2.666 GHz/9700 Pro system at lower settings than you run the game at.
 
Ok, yes it is in outdoor environments, my fps dropped by half. But with indoor, there is less rendering to do, so it makes sense.

As far as Unreal 2 I am unfamiliar with those levels because I only played about the first 5.
 
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