NC> Most games may play well, look good, sound good: but
NC> the whole industry relies on sheer hardware power to
NC> make up for there crap bloated coding. Otherwise
NC> everyone would be able to have a platform that is
NC> 'current' for more than three weeks, at the current
NC> time you have to upgrade constantly to cope with the
NC> bloated, sloppy code that software houses chuck out to the consumer.
It's not "bloated code" at all. It's called "extra detail!" If you want
something that requires a P60 to play, then be prepared to play Quake I all
over again. If you want a game that looks good, play Quake II - but it
requires more.
Take a look at those games, for example. You might think that Quake II is
"sloppy" for its higher requirements. But consider the optimizations: 10-15%
from converting QuakeC to DLLs; 'areaportals' allow for larger rooms; frame
interpolation allows for smoother animation with the same 10 FPS animation
code. It runs beautifully; if you doubt that, take a look at Hexen II to
compare. It only uses a "Quake 1.5" engine, and I have to run it in 512x384
to get the same FPS I do in Quake II at 640x480, despite the greater detail.
I think you're just more annoyed that it's hard to keep up with graphic
enhancements on the PC! The only reason PSX games seem to be improving
graphically is because Sony adds effects to the graphics libraries, and
coders have had 3 years to get things right (which they still don't always
do, BTW). If that had been the case for PCs, we would probably all have been
using non-3D-accelerated P90s with 16 MB of RAM; not a pretty sight compared
to today.
NC> I'm sure it looks great, sounds great and plays great,
NC> it can still be sloppyily coded, taking up far too much
NC> resources for what is presented to you on screen.
If that was the case, then the PSX version was sloppily coded too!
--- Maximus 3.01
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* Origin: BitByters BBS, Rockland ON, Can. (613)446-7773 v34, (1:163/215)
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