What system Crysis developers used to test ???/
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What system Crysis developers used to test ???/
Now I was just wondering on what system did the developers test Crysis ?? Taking that is has been relesed a couple of months ago and still I am yet to see a system run in on max , high res and get really good frame rates ?
I am thinking something like this but I could be wrong ..
I am thinking something like this but I could be wrong ..
Last edited by PhReaK_K on 11 Apr 2008, 15:28, edited 1 time in total.
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And if you don't use electricity. Or water. And don't buy groceries.PhReaK_K wrote:HOLY CRAP !!!!
That is a couple months of salary right there !!!!
Now If I live on two minute noodles for a year, and walk to work.. I might be abe to do it ..
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Yes but there's a reason why they cost so much more. It's one of those situations similar to cameras, where you can have a 5MP camera that costs R1000, and a 5MP that costs R15000.I34z1k wrote:Your're right to a point, but they only have the processing power of an equiv card. Like there was a batch that performed like 7900gts, but cost 10times as much.
There's obviously something about those cards that makes them worth so much
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You get workstation gfx cards, and yes they are damn expensive. Im not sure how they perform compared to mainstream cards. I know the developers developed crysis on alpha and beta software and hardware, which was an absolute nightmare! Very buggy and unstable developing environment. Much respect for doing it though.
I don't know much about the AAA side of development and the tools. Way out of my price league, for now at least.
I don't know much about the AAA side of development and the tools. Way out of my price league, for now at least.
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Hmmm... I guess when developing they'd set a minimum spec to aim for (actually, now that I think about it, Valve mentioned this in the HL2 Ep.1 commentary) which would be one of the current cards. Develop for that minimum spec card, and I suppose the higher settings are decided on easily: once the skeleton of the game is there (the minimum spec version) the higher level settings are easy - maybe upping texture quality just uses up more ram, and predicting things like the future amount of ram the average user will have can't be too hard.
Also, They probably wouldn't be too concerned about frames per second when developing, future cards do the same job (in most cases, when it comes to new API's like DX10 I don't know) faster.
My n00bish guess.
Also, They probably wouldn't be too concerned about frames per second when developing, future cards do the same job (in most cases, when it comes to new API's like DX10 I don't know) faster.
My n00bish guess.
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http://en.wikipedia.org/wiki/Quadro
Background on the Quadro beast.
http://www.nvidia.com/page/quadroplex.html
Specs of the latest...
Background on the Quadro beast.
http://www.nvidia.com/page/quadroplex.html
Specs of the latest...
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Besides using workstaiton GFX they have some thing else up their sleeve to be able to compile as single level on ultra detail requires a lot of CPU power.
I know for me to compile a level even on a qaud core can take as much as 8 hours and a full 20 level game as much as a week or more.
So the only option to be more productive is to use a network of computers to compile a single level..Which can still ammount to a few hours.
I know for me to compile a level even on a qaud core can take as much as 8 hours and a full 20 level game as much as a week or more.
So the only option to be more productive is to use a network of computers to compile a single level..Which can still ammount to a few hours.
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I can remember in 1994/5/6, at my dads work, they needed to render a Massive Building Structure for a Presentation. They linked a few PCs together and it took a couple of days.
Although these were much slower PCs.lol. At the Time I think they had bought 5 Pentium Pro's which were like extreme Edition Intels at the time.
Although these were much slower PCs.lol. At the Time I think they had bought 5 Pentium Pro's which were like extreme Edition Intels at the time.
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Like valve said blah blah.Hmmm... I guess when developing they'd set a minimum spec to aim for (actually, now that I think about it, Valve mentioned this in the HL2 Ep.1 commentary) which would be one of the current cards. Develop for that minimum spec card, and I suppose the higher settings are decided on easily: once the skeleton of the game is there (the minimum spec version) the higher level settings are easy - maybe upping texture quality just uses up more ram, and predicting things like the future amount of ram the average user will have can't be too hard.
Also, They probably wouldn't be too concerned about frames per second when developing, future cards do the same job (in most cases, when it comes to new API's like DX10 I don't know) faster.
My n00bish guess.
All games being develop is rendered at best possible setting in other words ultra details ect.
But before than is even done.Some of the following would happen first.
Level design is first tested no fancy shaders or lighmapping ect.
Level design is where the frame rates really takes it's toll.Static/dynamic entities has to have the right blance AI needs to be tested to make sure that it doesn't load the CPU too much.Scripting with in the game level needs to be checked.
From there lightmapping is optimized and shaders added.Most software allows for shaders/soft decals/dynamic and static shadows to be switched off while testing the level out to make sure that frame rates are with in bounds in each section low end main and high end graphics cards is then tested and further optimized for the end user.
Polygons is also a great framerate killer and is optimized as well.
Because the level is optimized for lower end computers high end computers suffer the least.Shaders and static and dynamic shadows on the otherhand can't realy be optimized that much and that is why even high end suffer when choosing higher settings.
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One thing i know is Crysis was probably benched @ Eureka the only place who would be able to jerry rig enough components together to get 60fps @ max.
Although they render with workstation graphics and are able to view it flawlessly with them, they would have to write specific instructions into those cards drivers for it to play games as that is not what they are intended for and if you had to spend the 100k+ on 1 of those cards you be extremely depressed when you notice not even basic games will work properly.
I have supplier prices near me and the most expensive workstation card i can find will retail around 32k - 35k depending on were you buy it and that would probably be a fraction of what they rendered Crysis on.
I remember reading somewhere that the new 9800GTX Dual GPU and way too much vid memory was intended as a type of bridge with the capabilities of gaming and mid range rendering, unfortunate i don't know any1 with the cash to bench it for me and test it with pricey rendering software
Although they render with workstation graphics and are able to view it flawlessly with them, they would have to write specific instructions into those cards drivers for it to play games as that is not what they are intended for and if you had to spend the 100k+ on 1 of those cards you be extremely depressed when you notice not even basic games will work properly.
I have supplier prices near me and the most expensive workstation card i can find will retail around 32k - 35k depending on were you buy it and that would probably be a fraction of what they rendered Crysis on.
I remember reading somewhere that the new 9800GTX Dual GPU and way too much vid memory was intended as a type of bridge with the capabilities of gaming and mid range rendering, unfortunate i don't know any1 with the cash to bench it for me and test it with pricey rendering software
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