I think Far Cry will support the most graphical features (SM3.0, 3DC, HDR).
But I suspect that Doom III will run better, contain less bugs and has far better mod-support.
I voted for Doom III.
Apparently the SM3.0 path gains the most performance in indoor area's, where it can use single-pass lighting. Both custom AnandTech demo's were taken outside, where most of the shaders are PS1.1 and thus provide little benefit for SM3.0.
People with common sense don't post flame bait on this...
A lazy developer would only target the biggest audience, which are the consumers with $50 - $200 graphics cards. Good developers make their games scalable, which motivates gamers to upgrade their hardware.
I don't think it's very realistic to think that a game will be developed that's only...
At the moment such a system would only be an option for rich hardware nuts who are desperate for a place in the 3DMark Hall Of Fame or something like that.
On the other hand, it looks like an ideal upgrade path. You could first buy a single 6800 card and after a year, when more demanding...
Ah, thanks for explaining, now I see your point too. :cheers:
I was impressed with the amount of work that went into creating the art, but the design itself is indeed pretty unimaginative.
To be honest, in my opinion, the art is the biggest plus in the UE3 demonstration. All that pixelshader technology isn't that hard to program and I believe Source (and even Far Cry) can use the same pixelshaders. What really makes the UE3 demonstration shine is brilliantly modelled characters...
Although I prefer the normal "apples to apples" type of benchmarking myself, I can appreciate it that HardOCP is experimenting with new review methods. You can't blame them for trying.
Not really. More then half of the games are OpenGL nowadays. Take a look at the top ten online games from gamespy.com/stats:
1. Half Life <-- has OpenGL support
2. Wolfenstein: ET <-- OpenGL only
3. Call of Duty <-- OpenGL only
4. America's Army
5. Battlefield 1942
6. Medal of Honor: AA...
Apparently you're on a tight schedule! You might wanna consider buying a video card in a local store. If you buy the card from a website, and once delivered it turns out to be broken, you won't have enough time left to wait for the replacement.
Just my $0.02
That was a fun read. It shouldn't be taken too seriously, though. Quotes are easily taken out of context and of course it doesn't get more biased then this.
Supposedly it's easier to code for SM3.0 compared to SM2.0, because SM3.0 looks more like a normal programming language (with loops and...
I assume that by the time the full Doom3 game is in stores, I've already played the Doom3 demo a lot, so I would obviously start with HL2.
And to quote Loke: "Halo2 is excluded."
I wanted to add more to my post, but I didn't have more time.
In the end I think all the trilinear optimizations are fine. I personally can't tell the difference during gameplay, so I don't care about brilinear, adaptive blending, bilinear on higher texture stages, or whatever else we'll see...
It's only trilinear when the colors are linearly interpolated between mip-map levels. Normally you can verify this behaviour by using colored mip-maps, but in the case of ATI's adaptive blending the filtering algorithm changes when colored mip-maps are switched on. So it's hard to tell what's...
I believe Source will include tools to convert HL maps to HL2 maps automatically. Of course, it won't be as easy as that, as the maps will need some graphical improvements everywhere.
I like the redux idea, but I wish they would finish HL2 first and start thinking about additional stuff later.