Discussion in 'Sonic 2 HD (Archive)' started by LOst, Oct 4, 2008.
My GeForce 7300 GS can support OpenGL 2.1 quite well, so nVidia cards can support that =P
I have a ATI Radeon 9800se with 128MB of DDR on AGP 2x and its way inferior to what Sik has for example, yet I get quite good results...
I'll try to determine minimum system requirements for the demo sometime... 256MB of RAM, 400MHz CPU... can't really determine the GFX card, my ATI is the weakest card I have around which can actually run games.
What confuses me is why I would need such high system requirements to run this. I probably won't get a chance to try it out, considering my computer is hardly the sort of supercomputer required to run this on, judging by people's accounts.
Obviously four times the Sonic means four times the Blast Processing.
Unfortunately most modern computers lack that amount of Blast Processing.
Actually it's sixteen times, as it's 4x in both coordinates =] Also the CPU lacks a VDP that renders it all automatically. Also it's running on top of a multitasking system, using lots of APIs and drivers to access the hardware, and it uses a lot more of RAM. In the end, it does make sense.
Yet, it renders too few stuff to slow down so much >_>
Is there no way to significantly improve performance? If I'm getting fairly low fps with my bog-standard graphics card in the demo, then the full game will be unplayable.
Ok, so I just tested it in Wine 1.1.6. The DirectInput8Create() bug is gone (NOT related to shaders at all). The title screen and demo level have graphical glitches, but that's probably a Wine and/or driver problem.
However, when I turned shaders off in winecfg, the glitches went away. Which completely blows your "it requires shaders" comment out of the water. Please stop responding to my questions with bogus information with regards to shaders.
It doesnt currently use the shaders but when thay want to add in effects such as, water, sparks etc it will require the shaders.
As I mentioned before, please read before posting. LOst specifically said that Tech Demo 2 *does* use shaders. (I've confirmed this by testing with shaders enabled and with them disabled, and there is a difference.) That isn't even the problem. The problem is blaming a completely unrelated problem (DirectInput8Create() failing, which has to do with keyboard and joystick input) on shaders.
So for GeForce IV should work too, I had that card and it doesn't have any Pixel Shader, I remember it when I tried to emulate PS2:P
Yeah, LOst made a minor mistake - my card IS a GeForce 4 (MX 440), so it should do.
For pixel shading? Nah. 420 and 440 MXs didn't have Pixel Shading.
Guys what can I say! fucking immense!! It looks stunning and feels pretty damn good so far! I wish I could offer you guys something for this project but im no programmer or artist
Awesome work guys truly fuckin awesome! Id be happy if this and Sonic 1 Megamix were the only things I could play (nothing against other great hacks btw)
I don't understand why the shaders are so slow - I'm making a game at the moment that uses a HDR/Bloom and blue & white compositor, and it runs at 120 fps on my laptop which is a geforce go 6200 - a terrible graphics card.
Are you sure your shader code can't just be optimised? I'm having trouble believing that a lot of these PCs would run games like Oblivion respectably, but would fail to run this - the textures aren't THAT high res, and shaders usually aren't such a problem unless you're doing some very advanced effects like radiosity or something.
EDIT: Oh, and you should add support for OpenGL rendering. The way I usually add support for multiple renderers is to inherit from a Renderer interface and implement the actual rendering code in the derived class, so new rendering systems can be added easily.
Keep watching future releases. OpenGL support may be something included in the future
Downloading the 2nd demo right now.
I've played the 1st demo too, and it already looks great. I can't wait to see more from this project.
Tried it on 3 computers with ATI GFX cards.
Solid 60FPS on
800MHZ CPU with ATI Radeon 9200, 512MB RAM* (Yes, 800MHZ)
1.6GHZ CPU with Radeon 9600, 512 MB RAM
2.8GHZ CPU with Radeon 9800 Pro, 1.5 GB RAM
And if you want me to try the first computer with its original clock (466MHZ), I'll do it.
*RAM isn't video RAM, it's the computer's.
I am happy when it worked 60 fps on 800 MHz. That means the code is well optimized. The limit is around there for heavier floating point operations.
Looking good so far. Can't wait to see the finished product. (Oh, and if you're wondering where I've been, I've been skulking around on Starmen.net. )
First off, very, very well done, it feels like the original.
My input: Minor sound bug.
Not sure if this is the type of thing you're looking for, but when you begin charging a spindash, the sound that plays when you jump while holding down does not stop if you release the spindash, this is not the case in vanilla Sonic 2.
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