HL2 even still has quake 1 libraries in it..
How could it? It's DirectX 9 based; it has no OpenGL port, and Quake used OpenGL. If you could give some links it would be helpful.
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HL2 even still has quake 1 libraries in it..
sabrewolf732 said:afaik, HL2 is largely based on HL1's engine.
If you could give some links it would be helpful.
sabrewolf732 said:Just because it's dx9 does not mean it cannot be based off of hl1 engine...
Source is a very popular engine, but at its core, it is essentially a series of Quake hacks. One can even see some original Quake documentation in some areas.
I can only review this from a modding point of view, but I have spoken to some developers who have a full licence. Their experience is similar to mine.
-Features:
Source engine has a nice set of features, complete with HDR and Facial Animation. It has a very advanced physics engine, that has caused a large stir.
The Source engine uses a shader based pipeline, and thus has some very nice effects. It has refraction, reflection and advanced specular highlights. The material system is very advanced and works itself into the shader system and the physics engine. Materials have "types" which determine the physical effects and how they interact with the world. The bumpmapping in Source is a mojor let down and gives no real appearence of depth.
The lighting in Source is quite nice, especially the HDR. Shadows aren't dynamic, which is a let down for the price. The engine uses soft shadow mapped shadows, which look quite nice, but are unsuitable for many purposes.
The AI is quite nice, but not perfect. It has some issues and needs to be heavily scripted in most instances.
The facial animation system uses muscles, and looks very nice ingame. VALVe has provided tools to facilitate this and it can lead to some very nice sequences.
The netcode for Source is particularly good, even though the physics are sever side, even physics based games manage to run lag free even on basic DSL connections.
Source provides a rounded feature set that is up there with the best. It is let down on some key issues such as shadows and bumpmapping.
-Ease of Use:
Source uses C++ with no scripting support. However, it provides a nice SDK.
Hammer is a BSP based world editor with support for advanced geometry and entities. The compile tools are great and easy to use to get content ingame. The Half-Life model viewer allows developers to view their models ingame without compiling a scene each attempt. A tool for scripting facial animation sequences allows for unprecentented control on lip synch and other aspects ingame.
The SDK works well with Microsoft C++ 7, but is difficult to use under diffrerent IDEs. It is generally easy to use, but has little official documentation, though several modding based sites give tutorials which can help programmers.
-Stability & Performance:
The stability of Source is less than perfect. It has been known to crash and bring up compile errors for no reason in particular.
Source can crash in several instances, and the engine is riddled with anomolies. For example, the engine will crash when the player in Half-Life 2 based games attempts to pick up the scout car with the super gravity gun. While this is a game specific example, it shows the issues with stability that Source suffers for a commercial product.
Performace is decent, even on older machines. Source can be scaled back to DirectX 7, which is impressive for a shader based engine. However, there are several things that negate performance, such as the physics in multiplayer being calculated server side.
-Support:
From a modding point of view, there is plenty of support from forums that are dedicated to Half-Life 2 modding. For a licenced developer, all accounts say that VALVe are very helpful and prompt with support and provide a top-noch support service that can be accessed 24/7.
-Summary:
The Source Engine was obviously made for Half-Life 2 and is best suited for urban FPS games. It provides quite good features (4.5 if it were possible), and is quite easy to use. It suffers from stability issues, but performs quite well on older systems. From all accounts, the support is top of the range.
If you are looking for publicity on your licence, Source is the engine for you. However, as a engine for serious developers, it is let down by some key issues that make it inferior to other choices.
-Overall Mark: 4.2
This document describes the structure of the BSP file format used by Half-Life 2, and other Source engine games. The format is similar but not identical to the BSP file formats of the Half-Life 1 engine, which is in turn based on the Quake 1 and Quake 2 file formats, plus that of the later Quake 3:Arena. Because of this, Max McGuire's article, "Quake 2 BSP File Format" (http://flipcode.com/articles/article_q2bsp.shtml) has been of invaluable help in understanding the overall structure of the format and the parts of it that have remained the same or similar to its predecessors.
sabrewolf732 said:that's just some of the documentation I found online by typing source and quake
afaik, HL2 is largely based on HL1's engine.
HL2 even still has quake 1 libraries in it..
How could it? It's DirectX 9 based; it has no OpenGL port, and Quake used OpenGL. If you could give some links it would be helpful.
sabrewolf732 said:Now you're just changing what you say
Source is a very popular engine, but at its core, it is essentially a series of Quake hacks. One can even see some original Quake documentation in some areas.
BBA said:You forget HL2 is actually built on modifications of the original Quake engine Carmack made. (Maybe you weren't around back then to know?)
BBA said:Right there...you showed your complete lack of understanding. Doom3 engine has not yet been CPU limited, not even on the SLi 7800GT's.
BBA said:I guess you go on folklore instead of logic. Look, if it was CPU limited, then a 20% increase in CPU speed would produce more than maybe 3-6% (5-10 FPS) difference from a 3800 to an FX60 on an SLi 7800GT rig. On a 9600, your video card limited no matter what the CPU, even an Athlon 1GHz would do as good as your 1800+
BBA said:BUT: Since you stated that was your hardware, I believe you have NO experience with new hardware, so your whole argument thus far is based on second hand knowledge, were as people here actually have the hardware and have first hand knowledge (myself included)
AMD came out ahead in DOOM 3 performance with the strongest CPU in our tests, the Athlon 64 FX-53 processor. The Athlon 64 series of CPU is undoubtedly a powerhouse when it comes to overall gaming. Thankfully though, DOOM 3 is terribly forgiving to those of you that do not use the latest CPUs. DOOM 3 runs just fine on an Intel 1.5GHz Pentium 4 or an AMD Athlon XP 1800+. I came away from our testing at the id Software offices thinking that id has done a great job optimizing for both Intel and AMD platforms, and that DOOM 3 would run great on either platform readily and without issue. With that said, in our high end system testing, you can see where DOOM 3 and its image quality are allowed to scale upward with stronger CPUs from both Intel and AMD. Another standout was the ABIT IC7 system (i875) at 3GHz. The IC7 showed us that our previous thoughts about the aging i875 are indeed correct. The i875 may be a little long in the tooth as silicon goes, but when measured on performance there is little reason to replace the technology if you already own it. While the world of CPUs is changing a bit in terms of "better=faster," at this point in time when gaming is considered, more MHz are still welcomed. In the case of DOOM 3 though, the latest high-dollar CPUs are hardly a necessity as Athlon XPs and Northwood core Pentium 4s still bring more than enough of the needed power to the table.
Shadow27 said:The 9600pro would be the greater bottleneck in Doom 3 than the 1800xp.
Scali said:If you disable features like shadows, yes. But why do you have to disable those? Right, because it's CPU-limited otherwise.
And why do you take the word of some journalist who has no idea of how Doom3 works, and has never actually tried an 1800+ with a 9600Pro, over someone who both is an actual D3D developer, and knows what goes on inside the Doom3 engine, and has actually played the game on such a configuration?
heatlesssun said:Okay, I officially declare this thread crapped!
Jbirney said:No one here is saying that the 1900 missing some features is a good thing.
Jbirney said:People are asking which card is better.
So that's why I'm saying the 7800 is a better card
{NG}Fidel said:Page 2 by Scali.
Scali said:Yes, except in that context it was purely feature-wise. Not the 'better' card in this context where it means it's the faster card, or the card to buy, or whatever.
Scali said:I'd go with the 7800GTX (or 7900 when it's out).
The 1900XT still lacks some features that the 7800 has, which put it at a disadvantage with rendering techniques such as HDR. There were also some limitations with vertex texturing on the 1900XT, I believe.
I don't care too much about the speed in current games. Both cards are extremely fast, and there isn't a game that can slow them down yet. I just think the 7800 is better prepared for the future.
spaceman said:oooooooooooooooooooooo
you got served!!
btw that is the dumbest phrase since gag me with a spoon.
arentol said:The problem with you Scali lies not in your opinion, or your desire to defend that opinion, but in your refusal to acknowledge ANYTHING anyone says that refutes your opinion
arentol said:and your insistance that this topic is not about the overall cards, but about non-resolution based features (Which is actually hilarious because one of the BIGGEST benefits of the feature you are touting should be increased performance at higher resolutions). You point out 4 features the 7800 has that the 1900 doesn't. Someone else points out 2 that the 1900 has that the 7800 doesn't. You say "Those don't count because I am talking about something else".
arentol said:Also, I find it hilarious that you are still defending your point when your original post has so many inaccuracies in it. After getting those corrected you would think you would accept that you didn't know enough when you posted it, and you would correct it to something more realistic.
Maybe I am wrong but the X1900 does FP32 regardless what is called to try and create a better image, regardless of a performance hit.Scali said:'So many inaccuracies'... Afaik only the FP16 blending was wrong. The cards still lack fp filtering and vertex texture fetch. So thta doesn't change my point of view on these cards. The 7800 still has the more attractive featureset in my opinion. And obviously my opinion is always realistic, to me anyway.
R1ckCa1n said:Maybe I am wrong but the X1900 does FP32 regardless what is called to try and create a better image, regardless of a performance hit.
R1ckCa1n said:Maybe you need to get a X1800 or X1900 and see the IQ when enabling Adaptive AA and HQ AF, something Nvidia can not come close too.
R1ckCa1n said:I still like your original response of "I'd go with the 7800GTX (or 7900 when it's out)." which does not answer the question and inserts pure NV marketing. You know what they say about people who do that?
rincewind said:5. 6xAA (seriously: how often can you use nVidia's 8xS mode?)
Scali said:Anyway, you people are really lame for not being able to think past your own brand of preference. I'm just trying to give some insights in the technology and possibilities of both cards, and the thanks I get is that I'm being accused of being 'the green team', and marketing etc.
Bunch of ignorant ingrates, really.
was just saying that the 7800 may have some things going for it aswell. I never said it was the better card, let alone that everyone should buy a 7800.
don't care who makes it. I just said that because of a few features on the 7800 and 7900, that is the card I would buy next.
sabrewolf732 said:As pointed out, the x1k series can infact get the same results of vertex fetch with a little extra programming.
sabrewolf732 said:You stated that you would buy a 7800gtx, then you didn't and you were just saying that the 7800 has some features the x1k series doesn't, and now you're back to saying yes, you would buy a 7800.
sabrewolf732 said:If it isn't better, that would mean it is inferior, why would you buy an inferior card?
Scali said:Which simply isn't true, but I wouldn't expect a bunch of lousy gamers to understand anything like that. This thread has made that pretty clear.
I have always said that I would buy a 7800. What might confuse you is that I wouldn't recommend that card to everyone. Then again, you are even confused by vertex texture fetch, so there's really no point in arguing.
You must be American... "If you're not with us, you're against us". There's also something like being neutral. 7800 has some advantages, so does the X1900. It isn't as simple as being able to say which one is better. That depends a lot on what you want to do with it. I just said that in my case the 7800 would be best. That doesn't mean that it is best for everyone, let alone that it is a better card.
But well, people of limited mental capacity can only think in black and white, or in this case red and green.
sabrewolf732 said:Also, everyone says that it has the same results as vertex fetch, B3D, carmack etc.
sabrewolf732 said:explain it if you think everyone else is wrong
sabrewolf732 said:So you can thanks the lousy gamers for these cards even existing.
peacetilence said:7800 GTX 512 becase I think ATI makes some pretty crappy products and have horrible horible drivers. They don't even support Linux.
Oh and I've owned this 7800GTX 512 for 3 months now, and paid $150 to step up from a 7800GTX + free motherboard. These forums are like a pack of wild monkeys only onm hard forum will people cry and bad mouth companies for a 2-3 fps difference.
Scali said:You seem to have misunderstood what I said. I didn't say 'this topic', I meant strictly my opinion on the cards, and my arguments supporting those.