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Spoudazo

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Everything posted by Spoudazo

  1. The Splinter Cell demo uses the Unreal Engine 2.5, not the UE3.
  2. I know they are out there somewhere. I tried that extractor program that you use, and it messes with some game files, but never got that working right. So anyone got some working yet? I keep getting killed, the Messicans are too much for me in this game!
  3. I have a 7900gtx, and w/ 16xAF, 2gb of RAM, modified XML file (to load more stuff on the RAM), a 3800x2 (with one core waiting for this game to actually use it ) I get on average 40fps at 1680x1050.
  4. Remix!! Absolute GOLD right there. These are the bugs that DON'T need to be fixed
  5. How did you get dual-core patch out of that quote? If the game is hard on CPUs, then spreading the workload across two would make the game not as resource-heavy
  6. Since desmond said this, I'm assuming there is going to be a dual-core CPU patch, as this game is hard on the CPU. Any info?
  7. Why would you do that? Games are going to be programmed for dual core, quad-core, etc. in the very near future, and your single core is going to be behind quite a bit when you could have spent a few more dollars (like $10 maybe?) and gotten a dual core.
  8. The helicopter probably landed b/c you go 66% of your company killed in duty. They probably didn't trust you anymore, so they were removing the last 33% (the last guy) before it was his turn.
  9. Just trying to see how it all look w/ max settings and no post effects. I like it, I like it a lot. FRAPs of course was used to record this, so it cut the FPS down to around 12-15, www.tekchek.net/images/GRAWrecord.wmv I was just playing around, as I have played this level like 7x but keep getting shot later on in the level, we need more save points! 30mb download, so not 56k friendly
  10. More RAM (2gb) can give you better FPS, but mainly, like in BF2 on highest settings, it'll cause the "chugging" to go away, or in F.E.A.R. it'll allow you to run higher textures w/o chugging, though the FPS may be the same.
  11. Are they supposed to release a dual-core patch?
  12. If this was like previous GR, then I wouldn't buy it nor would a lot of other poeple. GRIN, Ubisoft, etc. is a BUSINESS, and they're going to try to make the game more approachable and more fun. The performance should be increased w/ patches later on.
  13. intersecting geometry+physics = glitch, even though it's a small one I'm not saying this is a bad thing, it's rather interesting
  14. That would take me until 2010 to finish this game 20x.
  15. I'm running the game at 1280x960 right now (at 85hz) and I after I set all of the "texture managed" options to TRUE (something that has been discussed here, or another forum board) it helped a good bit, as some of you may know. Now, I have 2gb of RAM, so I read that this isn't a good option if you have 1gb or less. My average FPS is probably around 45 now, w/ no dynamic lights and no shadows, 8xAF, and high textures on everything. Things are lookin' pretty good right now, much better than the 20-30fps average from before!
  16. Ummm, ok Happened while playing. Not sure how though http://www.tekchek.net/images/GRAWglitch.wmv
  17. This was verified by a couple of websites, that a SLI technology is needed. Unfortunately, the PPU in the market now is ONLY PCI. Having two PCI-E highend card bottlenecking on a single PPU defeats the purpose. Per suggestion from a good friend, wait till the PCI-E version to comeout or just spend your itch on somewhere else. Maybe going 2-4GB on memory perhaps. Remember, the first wheel invented had rough edges, that cause too many bumps. Wait until they smoothen out this new technology. ← lol @ wheel/bumps I'll probably just spend the money on a SLI setup then
  18. I think it'd be cool to have a PPU. Now, if only one game supported it, then of course, no, I wouldn't buy one. But Unreal Tournament 2007 (and I think all Unreal Engine 3 games) will support it, so that's one of the main reasons I'm buying one whenever they are released. How about you?
  19. Isn't there a way to turn it off (like in Quake 4 and other games)? If we can turn it off, then we can see if it helps much or just some.
  20. Well, at least it all (or none) was done with parallax mapping, then we would ALL get around 30fps, hehehe.
  21. Well, Doing some more tests, and I set everyting to the lowest the in-game settings would allow me. At first it was around 30fps or so, then after that, it stayed around 50fps. The textures, effects, lighting/shadows, were all turned down or off, and still it wouldn't average 60fps. I'm thinking the 3d engine isn't as well optimized for such huge landscapes, at least yet. The reason the frames almost doubled after a minute or so of playing is perhaps because the rest of the level is loading when you first start the game, or the textures, etc. are all getting settled in. This was with 2gb of RAM, so RAM was not lacking, nor was the burst speed, etc. of the HDD. You agree?
  22. I have a 7800GT, 2GB of RAM and an Athlon 64 3500+. I still don't get good frames at that resolution. Don't go preaching complete rubbish like this, you just don't have a clue. ← You should be able to. Try turnning off shadows, and tweaking the xml file. A 7800gt is't far behind a 7800gtx. What do you consider playable? I always prefer 60+ fps, but I don't want to spend more money right now to get there Edit: One day, oh yes one day, I'll shall make a post without typos
  23. How is my understanding of anti-aliasing/aliasing incorrect then?
  24. I am not bragging about my PC, several people on these forums have the same performance or better than mine. This is a new game, and if you're going to get the experience the developers meant you to experience, it's going to require a newer PC. My old PC was a 900mhz AMD/1gb 62pin RAM/9100, so I needed a new PC
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