Product Chat / Performance

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Zigi
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Posted: 31st Oct 2013 14:21
Hi.





When I start Reloaded a message pops up and say that: "the purpose of this beta is to test performance on different configurations...." but no official topic to share performance, so I decided to open a topic to let the devs know the performance on my configuration and maybe others could use this topic too :











Windows 7 Ultimate 64bit





Intel Core 2 Quad Q6600 2.4GHz





5GB DDR2 667MHz RAM





Nvidia Geforce GT430 1GB DDR3











I have also attached my dxdiag.txt











Empty terrain as it generated on start, every graphics option set to 0 = 25-28 FPS





Edited the terrain, added few trees, grass, building, objects everything set to 0 = 15-18 FPS





-added light source too, everything set to 0 = 15-18 FPS





Empty terrain as it generated on start, every graphics option set to 100 = 20-25 FPS





Edited the terrain, added few trees, grass, building, objects everything set to 100 = 10-13 FPS





-added light source too, everything set to 100 = 5-8 FPS











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Lee Bamber
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Posted: 31st Oct 2013 20:40
The GT430 is a nice enough card so you should expect some nice performance. If you can post a screen shot of your METRICS panel we can see the division of module workloads and also how many polygons you're crunching.
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Zigi
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Posted: 31st Oct 2013 21:46
Hi. I have attached a screenshot of my METRICS, thanks for your hard work
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geistschatten
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Posted: 31st Oct 2013 22:52 Edited at: 1st Nov 2013 04:09
CPU: 3.4 GHz × 2
RAM: 3 GB
GFX: 1 GB ATI 5450
Frames Per Second: 9 (max - with all settings turned off and bloom at "1")

I know I don't have the best system out there, but I was hoping it will at least run a tiny bit faster. I look forward to the patch Lee has planned







Edit: I messed with the "camera near" and "camera distance" settings and got up to 15 or so frames per second. Up to 20fps on a plain (blank) map instead of one of the test maps.






Zigi
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Posted: 8th Nov 2013 23:45
No FPS increase on my system. It runs at (the same) 7 FPS

I have attached a screenshot of the metricks.
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srealist
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Posted: 8th Nov 2013 23:52
I'm running an AlienWare Windows 7 Intel i7 3.20 GHz, 16 GB RAM, NVidia GeForce GTX 560 Ti.



It's a pretty serious graphic computer I think by most standards.



The newest beta 1.002 is running far slower than 001 on my machine. I was seeing 45 - 60 FPS in the Get to the River level with all setting maxed out. I am now getting 15 - 25 FPS with the setting very conservative. If I max out the settings, it becomes unplayable.
Flatlander
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Posted: 9th Nov 2013 00:07 Edited at: 9th Nov 2013 04:11
Here's my passmark rating:



Passmark Rating: 1,840

CPU Mark: 5,161

2D Graphics Mark: 512

3D Graphics Mark: 2,719

Memory Mark: 1,418

Disk Mark: 562



Hardware



CPU Type Intel Core i7 920 @ 2.67GHz

CPU Measured Speed 2.66 GHz

Motherboard 0X501H

Memory 8GB

Video Card Tested GeForce GTX 650 Ti 1 GB of dedicated memory

Hard Drive Tested Seagate ST1000NM0011 (1 TB)

When in doubt -- C4 :heh, heh, heh:

-Jamie Hyneman
DVader
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Posted: 9th Nov 2013 18:03
I have been having a few issues with the new beta. Mainly speed issues and older models no longer working. Also odd shadow issues.



Obviously, I probably need more time to play with it properly. Still the new beta seems to have made things run worse, unless I just switch everything off.

Nomad Soul
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Posted: 10th Nov 2013 01:36 Edited at: 10th Nov 2013 02:02
@Zigi



Quote: "No FPS increase on my system. It runs at (the same) 7 FPS"




Unfortunately your Nvidia Geforce GT430 1GB DDR3 won't cut a lot of mustard in Reloaded. I have exactly the same video card and this only scores 750 on 3D benchmarkin
Zigi
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Posted: 10th Nov 2013 11:15 Edited at: 10th Nov 2013 11:38
@Nomad Soul

Quote: "Unfortunately your Nvidia Geforce GT430 1GB DDR3 won't cut a lot of mustard"




I have a Quad core CPU, I know that the GT430 not the best card, but in any case I would expect more than 7 FPS. If a lot of physics, AI and ligh
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granada
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Posted: 10th Nov 2013 13:44
Hi

I put in 13 enemies some trees and other od bits and pieces

(also i got the bolt back for the rifle )





Dave

AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS

8.00 GB memory Windows 7 64 bit

Nvida Geforce GTX 580
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SPARTAN 31337
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Posted: 10th Nov 2013 15:04
I just installed Beta 1.02 and got a 4x speed increase!!!!!



Now I have 4 FPS! (Auto speed detect)



Samsung Ativ Book 9 Laptop:

Intel onboard video

8 GB RAM

SSD

Windows 8.1

i7 quad core CPU @ 2.5 GHz
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J0linar
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Posted: 10th Nov 2013 15:17 Edited at: 10th Nov 2013 15:25
Hi there

on saturday i received my new machine

its a so called gaming laptop (well wait for the specs... wait for it..)



i7

Nvidia gtx 675m 2GB

16GB RAM

Windows 8.1

(awesome)

kidding by side



http://www.notebookcheck.net/NVIDIA-GeForce-GTX-675M.70785.0.html

if you follow the link and scroll down you will see that this card is actually more then capable to run current/next gen games at high + settings



and now to what happend

later on saturday when i tried Reloaded it ran fine (almost actually)

37/45 fps most of the time



but after the latest Nvidia Experience Drivers Update

my FPS went down as in unplayable

10 -/+ FPS

(This happend only to Reloaded, my other games are running normal at the expected FPS)

The screen shows a random blank terrain



http://j0linar.carbonmade.com/
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Green Gandalf
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Posted: 10th Nov 2013 16:40
Quote: "but after the latest Nvidia Experience Drivers Update

my FPS went down as in unplayable"




Weird.



I haven't noticed anything change since I did that - except I can now say I've used Nvidia Experience.



Do you have a choice of GFX cards as on my laptop? If so perhaps it's now set to use the slower integrated graphics driver instead of the Nvidia one.





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J0linar
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Posted: 10th Nov 2013 16:51
hah that was it - more or less

but it works

@thanks green Gandalf



i had to change the settings for the FPSC-MapEditor.exe

for some odd reason it used the intel graphics



the FPSCreator.exe was already set to nvidia

so all that was needed to bring the fps back was to setup FPSC-MapEditor.exe

to use the nvidia card



anyways evrything seems to run fine now (again)

I guess the nvidia driver update messed things up

http://j0linar.carbonmade.com/
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Green Gandalf
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Posted: 10th Nov 2013 17:03 Edited at: 10th Nov 2013 17:06
Quote: "i had to change the settings for the FPSC-MapEditor.exe

for some odd reason it used the intel graphics



the FPSCreator.exe was already set to nvidia

so all that was needed to bring the fps back was to setup FPSC-MapEditor.exe

to use the nvidia card"




Glad it worked. But you've just pointed out something to me too. Unless I've missed something I can only set the card on the exe I'm currently running from Windows Explorer (by right clicking the exe file and choosing the appropriate run option). That probably means that the main exe uses the Nvidia card but not the other one. The only way I can see is to change the default for all applications which rather defeats the object of having a dual system. If that is the only way then I'll use it (I'll give it a try now to see what effect it has).



So my question is : how did you set the card for both exes?



Edit Never mind. I've just remembered it's an option in the Nvidia Control Panel. Going to check it now. Thanks for the nudge.





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J0linar
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Posted: 10th Nov 2013 17:33
right click with the mouse on FPSC-MapEditor.exe

scroll to Run with Graphics Processor

Then Change Default Graphics Processor



thend you will need to add the FPSC-MapEditor.exe



there should be a new screen

there just use the add button and browse to the location of your

Reloaded Directory and now just apply and thats it



@Lee it might be better to just combine the both

maybe?

http://j0linar.carbonmade.com/
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Green Gandalf
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Posted: 10th Nov 2013 17:57
Yes, that's one way of calling up the Nvidia Control Panel. I've just tried and couldn't see any difference between setting both to use the Nvidia card and just setting FPSCreator.exe to use it. Anyway, thanks again for the reminder.



Quote: "@Lee it might be better to just combine the both

maybe?"




Yes, I wondered about that too. Perhaps it isn't easy?





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NcN_ACE
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Posted: 11th Nov 2013 13:17
The performance has improved a bit. However the jumping and falling is still slow. The guns still get stuck on the ground so no picking them up when that happens.

Code or Code not there is no try!
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LeeBamber
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Posted: 12th Nov 2013 23:46
The guns sticking to the floor is fixed in the Friday update (backup your stuff, uninstall then reinstall). The physics jumping is a known issue, will be sorted sooner rather than later. The tip about configuring a dual-card system is very good, thanks for that!!

Hogging the awesome since 1999
m2design
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Posted: 14th Nov 2013 03:18
OS: Windows 8.1

Processor: AMD FX-6200 - 6 core - 3.80Ghz

Ram: 10 GB

System type: 64 Bit

Graphics card: AMD Radeon HD 7570



Test Graphic: 80 palms, 9 buildings, 4 dumpsters, 30 bridge sections, 4 concrete barriers, 3 sets of bags, 4 barrels, 5 sand bags, 4 enemy.

Run with all graphic defaults: 6-12 fps.

Look at sky only: 22-26 fps.

Run with all graphics set to the minimum: 16-18 fps.

Look at sky only: 32-38 fps.



I hope with new poly concepts by Lee things will get better!!

Game is playable with this Graphics card, but might have to upgrade??

Operating System: (Windows 8.1 64 bit) Processor: (AMD FX-6200 Six-core - 3.80 GHz) Memory: (10GB) Display AdapterAMD Radeon HD 7570)
otrov77
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Posted: 14th Nov 2013 11:21
I can not wait for Beta 3 im hoping lot of bugs will be fixed...
xCept
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Posted: 18th Nov 2013 03:41
I get embarrassingly low framerates on a machine that can effortlessly handle every modern game on ultra quality.



PassMark Scores



PassMark Rating: 3145.8

CPU Mark: 6638

2D Graphics Mark: 577

3D Graphics Mark: 5739

Memory Mark: 1302

Disk Mark: 3792



System Hardware



Geforce GTX 680 2GB video card

16 GB RAM (DDR3 1600 PC3 12800)

AMD Phenom II X6 six-core 1100T (3.60 GHz)

Windows 7 Professional 64-bit

Creative XtremeMusic sound card

Solid state hard drive

Latest driver and Windows updates on all



FPSC:Reloaded Beta 2 Results



Using "Go To the River" default test map.



Default Quality: 15-20 FPS

Lowest Quality: 35-45 FPS







JONOVID of OZ
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Posted: 28th Nov 2013 17:01
1: Lost My rifle in the grass. by the dumpsters somewhere?

2: up top of the mountain. the wicker baskets go flying at start-up lights are on in-side.

the time to make this is around 20 minutes. saveing 4 times & 2 PC reboots. frames per second is around 15 .

Reloaded 2.01.002 : NVIDIA GeForce GT 220 Video Card over 2GB of ram : Win XP.



Attachment:

B creative & have Fun.
Gervais
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Posted: 2nd Dec 2013 01:03
Reading this thread I did verify what was the default processor for the editor and it was the Intel chip not the NVIDIA after changing this I did get a substantial increase in frame rate this may be some thing that need to be addressed in the installation programs
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RickV
TGC Development Director
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Posted: 2nd Dec 2013 12:37
Hi,



I will talk to Lee about making it clear as to which graphics card is being used. Maybe some preference option in the editor. We need to be clear that people are running the software on their best graphics card!



Rick

Financial Director

TGC Team
MXS
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Posted: 2nd Dec 2013 13:26
I am using EVEA GTX 770 with ACX and SC gpu boost 2.0 2GB GDDR5. with the new update reload runs fast on this graphic card. from 100 to 200 fps. I have upgraded from nvidia 460 gtx. I also like the fact that Lee fix the bloom effect I wanted to turn it off because I knew that would increase the performance.

more than what meets the eye



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Green Gandalf
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Posted: 2nd Dec 2013 13:42
Quote: "I will talk to Lee about making it clear as to which graphics card is being used. Maybe some preference option in the editor. We need to be clear that people are running the software on their best graphics card!"




Yes please!



Quote: "I also like the fact that Lee fix the bloom effect I wanted to turn it off because I knew that would increase the performance."




That is the one tangible benefit with the current version.





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World Class Multimedia
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Posted: 3rd Dec 2013 23:56
I have a brand new laptop with a Core i7, 8gb ram and a nvidia geforce 745m video processor with 2gb ddr3 ram dedicated.



I would like to think I would get good results. Nope. In the latest beta, I am lucky to get 19FPS with EVERYTHING turned off.



I would like to think my machine is advanced enough to get SOME good performance. This laptop has a integrated Intel video GPU as well, but I make sure the Nvidia GPU is being used.



Any ideas?



Mike

YOU DREAM IT - WE CREATE IT!

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Zigi
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Posted: 21st Dec 2013 14:29 Edited at: 21st Dec 2013 14:32
In v1.004 no performance improvement on my system

Attached a screenshot of my metrics.
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thorus22
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Posted: 21st Dec 2013 15:03
Quote: "In v1.004 no performance improvement on my system

Attached a screenshot of my metrics. "




i have a performance improvement from about 5-15 fps! on my mid-high end pc.

i am satisfied with the new version
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LeeBamber
TGC Lead Developer
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Posted: 21st Dec 2013 23:03
Hi Zigi, I added a new Shader Panel. Set them all to LOWEST and see if this gives you a playable frame rate, thanks.

Hogging the awesome since 1999
Zigi
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Posted: 22nd Dec 2013 18:33
If I set the shaders to lowest, it gives me 13-15 FPS in get to the river scene, about +5 FPS.
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LeeBamber
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Posted: 3rd Jan 2014 19:42
I think the next good optimization is to see what we can do about the 250K worth of polygons in the scene. I am sure we don't need that many for the shot, and it will certainly help your performance if we can figure out a reduction. Watch this space in the next few updates!!

Hogging the awesome since 1999
Zigi
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Posted: 15th Apr 2014 19:00 Edited at: 15th Apr 2014 19:04
In version v1.006 the performance improved a lot.

In get to the river scene, if I set everything to low including lod, bloom, shadow..etc I get 37-40 FPS! If I set everything to Highest, I get 20 FPS.

Very nice



Now the only case when I have problem with the performance is inside the editor. If I have a lot of entities inside the scene, the frame rate drops dramatically inside the editor, can be very painful to move around inside the editor if I have a lot of entities in the scene.



Anyway I'm very happy with this release, Reloaded Team did a great job! Thanks.
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LeeBamber
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Posted: 15th Apr 2014 21:04
I have added an item to the list which will allow the editor to always use lowest shader settings to speed up the editing process

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

BarZaTTacKS
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Posted: 14th May 2014 17:04 Edited at: 14th May 2014 17:58
Does this engine have crossfire/SLI support? It seems it runs better than it did before but I am sure it was just the update. I wanted to know if that is something that is coded in or not?
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tomjscott
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Posted: 14th May 2014 17:26
Speaking of performance and hardware, will reloaded ever go 64-bit? I would think you could get some nice performance gains from that. And is reloaded taking advantage of multiple processors/threads?
LeeBamber
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Posted: 15th May 2014 02:13
Crossfire/SLI support is a free performance boost to any Direct3D application as it simply shares the shader pipeline and other resources. We don't need to add any code to use this setup, unless we want to crazy clever hacks which would require you to have two GPU cards No plans to re-write the entire engine in 64-bit

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

tomjscott
User Banned
Posted: 15th May 2014 02:17
Quote: "No plans to re-write the entire engine in 64-bit"




Just compile it in 64-bit? and have a separate download? OK, not quite so simple since you need all 3rd party libraries in 64-bit versions, but not too difficult.



What about multithreading? Does the engine currently take advantage of that?
almightyhood
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Posted: 15th May 2014 02:18
lee, will the beta 07 bring in less drain on fps with the use of the new ai and lua? as is at moment the ai is a bit of a hog in a fuller level than get to the river. performance is great until enemy ai is involved then it bottoms out faster than you can say fps creator reloaded . any thoughts or insights to this m8?

evga GeForce gtx 750 ti boost2.0 2gb gddr5. win 8.1 quad core 4gb ram.
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LeeBamber
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Posted: 15th May 2014 02:29
@tomjscott : Reloaded is written in DBP. DBP was written by TGC and I can confirm we don't have a 'make a 64-bit version button' Also no multithreading in Reloaded yet, but that means we have plenty of opportunities for performance boosting when we st
almightyhood
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Posted: 15th May 2014 02:36
excellent news m8 that's all I needed to hear or read as is lol...

evga GeForce gtx 750 ti boost2.0 2gb gddr5. win 8.1 quad core 4gb ram.
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tomjscott
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Posted: 15th May 2014 03:17
Quote: "Reloaded is written in DBP. DBP was written by TGC and I can confirm we don't have a 'make a 64-bit version button'"




I'm shocked. Why use Basic when you have C++? You could improve performance immensely by just doing that. I assumed you were using C++ and it's simply a matter of making it as 64-bit. This is a great project so far, but I have to say that I'm extremely disappointed that this is not being done in C++.
LeeBamber
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Posted: 16th May 2014 23:00
@tomjscott : Would you like me to scrap the DBP engine and start again in C++ The good news is that many components used by the DBP engine are written in C++ and happen to be the speed critical stuff so we lose very little speed with our solution.



Sparrowhawk
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Posted: 17th May 2014 03:05
I am quite interested by the 64-bit question, and here are my thoughts/questions related to it.



Firstly, although I have not to date come across the memory cap that was present in Classic, would that be removed as a result? And also would there really be a massive speed increase from 64-bit?



I can see the value of 64-bit, especially as no new machines seem to ship as x86 any more (and about time too) - and in terms of resource utilisation, but on the other hand would there even be a big gain. I may be a bit behind with games etc., but as far as I'm aware very few commercial games are released in 64, examples I run are Mafia II, Max Payne 3 and GTA IV - all of which are I'm fairly sure only 32.



I suppose the plus of a 64-bit product is that it would also be future-proofed, even mobile devices are heading that way. On the other hand you would loose the DBP heritage (as it were), and as you say it would slow the product right up - I could see this making a lot of pledgers dis-satisfied with progress (though maybe if the Con-Kit was released for the current setup while the upgrade was in progress people would still be occupied), also if exclusively 64, it would effectively phase out Windows XP users, I expect there are still a few out there, but maybe it is time to let go of 2001 tech [ Says the person running NT 4 on a PIII with tape drives ]



The thing is, if you were going to spend all that time re-writing the engine, why not throw in a few more 'up-to-date' tech, e.g. Direct X11



I would personally support the move to 64-bit - but I'm not sure that its an immediate priority. I know there have been a lot of really nice community levels, so maybe a bit more towards a more functional engine before such a change is implemented (but then I suppose that only increases the workload).

Mac Pro 2014, Windows 8.1 Pro, OSX Mavericks. 3.7Ghz Quad Xeon CPU, Dual AMD D500 GPU's (6GB GDDR5 VRAM), 12GB System RAM, 512 GB PCI-E SSD
tomjscott
User Banned
Posted: 17th May 2014 03:31
Quote: "@tomjscott : Would you like me to scrap the DBP engine and start again in C++?"




Not at this stage. I just feel that maybe it should have started out that way.



Quote: "The good news is that many components used by the DBP engine are written in C++ and happen to be the speed critical stuff so we lose very little speed with our solution."




Well at least that's good to know. What about multi-threading?



@Sparrowhawk, if the engine were completely C++ then you could compile 32-bit and 64-bit versions. You wouldn't lose support for Windows XP. But, I'm not advocating a switch at this stage. I would highly recommend though that TGC consider a future version as pure C++. Based on their vision statement, I don't think DBP and 32-bit are going to live up to that vision in the long haul.



Now, all that aside, I am happy for the most part with the progress on Reloaded and it has delivered some great stuff. I do feel that TGC has been stuck on some antiquated concepts since the original FPSC and after all these years still hasn't caught up with stuff that was popular back then even. Mainly I mean on the editor side of things.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.006
Uman
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Posted: 17th May 2014 14:26
I have to say everyone knows I am a supporter of 64bit and future technology support.



However now that we have come this far I do not think the time for 64 bit is now unfortunately as it would in my opinion halt the very substantial progress TGC have made with Reloaded to date both in terms of the stage we are at which is now well placed to move forwards with increased development of updating and additions further.



Importantly the product now seems to be not only making good progress in and of itself but gaining more supporters at this stage which can only help even more.



Killing the current version development now would kill Reloaded (FPSC) again and the reputation enhancement now gained where progress is being made. Another halted (failed) product now would shoot the product range and TGC in the foot.



Not a good idea. Finish what you started is what TGC have learned and we should all support that - anything else is disaster.



Reloaded looks like it will be fine as a product in its class and better than any other similar out there - you wont find anything to match what it will offer when its done.



When relatively what one could refer to as mature if not complete as it can always be improved then a completely new engine could be considered and indeed should be and I am sure if we ever get there TGC too would want to look to a new one - 64bit would then be the obvious "current" route until and if the time comes which it will when we are looking at 128bit but I will be long dead me thinks.



Everything depends upon the success of the current development. If successful there are potential options will become apparent and avaiable, if not there is no future for Reloaded at all. It is vital to get the current engine in a condition to maitain itself and TGC and provide much needed options and choices for TGC as a company to look to that future if we are all still around - it will come.



To develop a new engine from scratch completely TGC needs to finance it and Reloaded will help do that but not if its halted. I don't think currently we can afford in any way and from any point of view two separate FPS engine developments.



synchromesh
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Posted: 17th May 2014 14:57
another Kickstarter ( Which did not succeed last time ) and about six months in deep dark development...



No thanks !!
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Uman
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Posted: 17th May 2014 15:22
Another Kickstarter might work eventually but the success of Reloaded first as a proven successful engine development would be vital to getting enough support and financial backing for a new future proof super duper engine development.



Remember that there are also advantages to Reloaded being the kind of product it is or could be as based upon the current development.



A completely new super duper engine might come with super duper disadvantages too which many might not like. Won't go into that now but me it may not suit everyone who currently like what Reloaded offers for them at this level of engine.



Another ball game may be just that all round and there are always advantages and dis advantages.



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