VirtualLarry
No Lifer
- Aug 25, 2001
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Originally posted by: Cat1. The whole point of Doom's engine is produce nearly identical results across all the rendering paths. The dynamic lighting, and stencil shadows will be used in all 4 paths.
Ideally, yes.
But do you realize, that on older cards, it takes an additional stencil pass *per light* on the scene? That would mean, that with a few additional lights, rendering could take as much as 4x the time, resulting in 1/4 the framerate, on older cards.
Unless, of course, dynamic lights/stencil shadows aren't used on those low-end cards. We'll have to see, I guess. Not too many benchmarks or IQ comparisons with D3 on older hardware yet.
Originally posted by: Cat
2. The physics sim runs at 60Hz, no more, no less, regardless of CPU. This has been explicitly stated.
Please show me where it has been explicitly stated that Doom3's physics engine will run at exactly 60Hz, no less, even on slower CPUs. I somehow doubt this. I think that perhaps you missed my mention of "interpolation".
Originally posted by: Cat
3. The timedemo is described in the article as being an unusually intensive example of the game.
But still not utilizing the physics/AI. Therefore CPU load will be higher still with those enabled. Unless Carmack somehow invented software code that actually takes "negative CPU cycles", and makes "more code, run faster". Being an x86 assembly-language programmer myself, I must state that such a thing is not possible, at least not until the physicists manage to create time-travelling CPUs.