Re: ...abuse?... (Community)

Re: ...abuse?... // Community

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bowen

Jan 9, 2002, 8:33pm
> Could be a densely populated (object-wise) area ... still plenty of work
to
> be dont to render the objects within the visibility radius.

That's true, but I thought he was talking about a pretty much empty radius.
Then he said it went up when there's a really dense area with people.

--Bowen--

bowen

Jan 9, 2002, 8:38pm
> I have yet to see a problem with polygon counts. Why would you want a
> mini-DVD? What's the difference in like 3" diameter? LOL. Smaller? So? I

The max polygons the GameCube can get is about 6 million higher then X-Box.
The Mini-DVD can hold about 250-500 megs more then the normal DVD can.

> dunno bout you but I don't lug my X-Box all over the place with me. I have
> played my X-Box for 6+ hours and even left it on overnight and have yet to
> see it overheat or even lag at all.

I bring my GameCube to school. 6 hours is nothing! ;) I'm a hardcore
gamer, I can go for about 16 hours. Lagging is not an issue, I seriously
doubt you were playing it while you left it on, which would cause it to
overheat.

> Lots of people say they dislike the controllers but honestly, I dislike
> GameCube's controllers! They're too small and weird feeling, they're just

They conform to the shape of your hand and take about 5 minutes to work out.

> really small and kinda forces all my fingers to hit so many buttons too
> close to my palms... mainly just too small.

You're not too dexterous? :)

> I like the X-Box's
> controllers... maybe that's just cause I have bigger hand's than most
people
> but *shrug* if the shoe fits... :-P

Well it's not that it's too big, it's just poorly configured.

Someplace on the net it compares the PS2, GameCube, and X-Box. I forgot
wear.. it's pretty cool that they all use Renderware though. :)

--Bowen--

foxmccloud

Jan 9, 2002, 10:27pm
"blasto" <GovDion at subdimension.com> a écrit dans le message news: 3c3cade7 at server1.Activeworlds.com...
> see it overheat or even lag at all.

grrr... lag is a slowdown in a network connection, I hate when people misuse it :P

Fox Mc Cloud

bowen

Jan 9, 2002, 10:30pm
>
> grrr... lag is a slowdown in a network connection, I hate when people
misuse it :P

Lag means a delay in general.

--Bowen--

blasto

Jan 9, 2002, 10:37pm
Yeh, ever heard of jet lag?
[View Quote]

bowen

Jan 9, 2002, 10:58pm
> Yeh, ever heard of jet lag?

Yeah I know what it means :). But we can excuse Fox, he's foreign.

--Bowen--

kah

Jan 10, 2002, 4:27pm
I've recently bought a new 3D accelerator, FYI... ok, I agree, Blaxxun isn't
as good as AW yet, but hey, look at their customers... IBM, Canal +, etc,
they're good at doing business, and it's good for being VRML and Java on a
webpage...

KAH

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kah

Jan 10, 2002, 4:27pm
they will be MS competition one day, when the world gets hit by a beautifull
beam of enlightenment ;-)) XBox and GC seem pretty cool right now, but in
just a year they'll be obsolete crap compared to the newest 3D technology
available on computers, I don't like consoles, no way to upgrade them when
newer and better technology is released, and they have a very limited
functionality. And those cool pics in magazines of games are probably fakes
taken on top-of-the-line computers used for the development (I'd like to see
a programmer use one of those console letter pickers for programming lol)

KAH

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blasto

Jan 10, 2002, 5:03pm
Most of the pictures are taken with computers but they're in-game screens
from replay shots. The replay shots have some VERY wicked graphics
enhacements there :-) It's real neat.

But on the computers they just move the guy so that he's in position and
then put him in the landscape and put the camera view up in a replay type
position. I know for a fact (I have it) that Halo shots and movies that were
taken are DEFINATELY not any computer generated thing, that was really some
person in the game playing it. Microsoft truly knows how to boost their
console to it's best.

On one of EGM's (Electonic Gaming Monthly) magazines (november, I think),
they had a whole line-up between GC and X-Box. Now, these guys know what
they're talking about. After reviewing it all and all of the guys playing
some of the beta X-Box and Gamecube, they all voted on which one they would
like best. Overall, it was 5-6, X-Box winning. That obviously doesn't show
X-Box is better, just one vote difference, it was a 50-50 chance there, so
that certainly means that those consoles are VERY good, both of them. These
people know what they were talking about, they weren't the regular people on
the street that say forget X-Box, it'll crash like Windows, or actually
believe the rumors that it has Win98 on it!

But yes, they're not superb, computers will always be ahead of the pack. But
I like console games because they very rarely have major bugs, whereas
software often has big bugs because the development team knows that they can
always upgrade it with a fix later if it becomes a larger problem than they
expected. And often the upgrades present more problems.
[View Quote]

anduin lothario

Jan 10, 2002, 7:07pm
I have a 64meg GeForce Video card and still it is low in its frame rates in
some areas when I could be playing something like Quake III, or even Soldier
of Fortune, with the best of graphics and run at over 80FPS.
Walk into AWGate out 5 metres, then face Ground Zero and you're faces with a
very low frame rate. Don't say it's the avatars because in Quake III for
example, you could be facing 20 or more enemies all in the one spot without
a single loss of frame rate.

Ah well

--
_________________________________________
Anduin Lothario
ICQ#:17962714

SMS: (Send an SMS message to my ICQ): +278314217962714
More ways to contact me:
http://wwp.icq.com/17962714
http://www.anduin-lothario.com
_________________________________________

[View Quote]

blasto

Jan 10, 2002, 7:59pm
AW has been created in a way that allows people to build with objects. In
Quake III, you cannot build arenas as easily as you can build a home in AW.
AW objects are also two-sided whereas objects in Quake II are only
one-sided. The only side that is rendered is the side that you can see. The
objects and walls are also in large slabs. As in HTML, they can put in a few
commands and that one object can stretch out. Say if it's a wall, it can
stretch out to be the entire hallway. And it wouldn't just be a wall. That
wall would be connected to the floor and the ceiling and the wall on the
other side, meaning just one enlongated object and one texture for an entire
hallway!

Avatars in AW are currently created with weird clumps and lots of textures.
Although, 3.3 boasts smoothing of the avatar edges and just one texture for
an entire avatar, which will boost loading times. That's the way avatars in
Quake are created. Also, all objects and maps in Q3 are larger than AW. In
Q3, the entire map and all the objects and sounds must be downloaded first.
Also, the maps must be compiled before used. In AW, there's no compiling,
and downloading is on the fly. It can't be super good-looking because
servers just simply could not compile and send out fast enough! They are
working as hard as they can to make worlds compatible with slower servers
and slower computers. A slow computer like a 233mhz and a cheap 3dfx
cardwould have almost no luck whatsoever in Q3 but in AW would get a
sufficient frame rate to build in areas with 5 or less people. Especially if
the avatars are not rendered (set in the settings).

Try and run Q3 on a 233 and tell me your fps, my guess is it would take
5minutes just to open the damned game. LOL :-P Let alone render anything
fast enough to see the person who killed you :-P
[View Quote]

foxmccloud

Jan 10, 2002, 8:49pm
"blasto" <GovDion at subdimension.com> a écrit dans le message news: 3c3e0ec1$1 at server1.Activeworlds.com...
> Try and run Q3 on a 233 and tell me your fps, my guess is it would take
> 5minutes just to open the damned game. LOL :-P Let alone render anything
> fast enough to see the person who killed you :-P

Actually Quake 3 scales marvellously well due to the many quality settings and the quality of its rendering engine.

But you are right that the compilation in Quake3 helps speed a lot... Quake 3 uses a portal engine, which means only the visible
areas are rendered, thanks to calculations made during vis compilation... that could not be done in AW at all...

Fox Mc Cloud

kah

Jan 11, 2002, 6:06pm
objects in AW aren't two-sided unless you tell them to be (but if they are,
AW seems to be stupid enough to render both sides...), any good modeller
will allways run a thight regime on the poly count :-)) Something AW could
benefit a lot off: portal rendering! it's annoying if you go into a tall
building with many things in hight, but perhaps not a lot on each level, and
you get lag because AW renders the entire Y content of an area at once...

KAH

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kah

Jan 11, 2002, 6:06pm
they can do in-game shots, but on better systems (they have to, since you
can't take shots on a console anyway) than the actual console, so it can
look much better.

KAH

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swe

Jan 11, 2002, 9:44pm
*is offended* hey im quiet a good modeler,but i dont care bout the polyes,
cuz the way i see it,less polyes worse the object(Well atleast less
detailed) :)

SWE
hey, im only 15 :)
www.emptyco.com

[View Quote]

kah

Jan 12, 2002, 9:50am
lol, you gotta watch the poly-count when you're modelling for AW, or any
other environment like AW, game, etc, but you don't need to if you're
modelling for creating a cool scene or something that's only for artistic
display, not for use in AW, since it will render very slowly...

KAH

[View Quote]

blasto

Jan 12, 2002, 6:01pm
Unless of course, you're rendering your objects for a world in AW for people
with 1.8ghz and geforce3 LOL :-P
[View Quote]

bowen

Jan 12, 2002, 6:05pm
> Unless of course, you're rendering your objects for a world in AW for
people
> with 1.8ghz and geforce3 LOL :-P

LoL right. I've seen better objects with about 40 polygons then some of the
objects that have thousands. It's not about the polgyons.. it's about
textureing ;)

--Bowen--

blasto

Jan 12, 2002, 6:38pm
True ;-)

And anyone else, whatever you do, NEVER MAKE A SOLID OBJECT! OMG! LOL
I went to a world a few days ago (cant remember what it's called) and all
the objects were completely solid! That was like 40,000,000 polys in a 40m
radius! ROFLMAO, needless to say, it lagged my entire program to hell. I had
to restart AW
[View Quote]

bowen

Jan 12, 2002, 7:57pm
> And anyone else, whatever you do, NEVER MAKE A SOLID OBJECT! OMG! LOL
> I went to a world a few days ago (cant remember what it's called) and all
> the objects were completely solid! That was like 40,000,000 polys in a 40m
> radius! ROFLMAO, needless to say, it lagged my entire program to hell. I
had
> to restart AW

LoL those worlds aren't even worth my bandwidth to download. And it's
usually always the same objects. Those cars from AWTeen and other "awteen"
truespace objects.

--Bowen--

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