![]() Spells also may be another issue, if they go with big pointless lit effects and stuff. Josh even said that the game slows down in their test level on a "don't make this encounter", meaning it's tied to what units are on the screen at the same time - and that's on a "run of the mill PC", which is probably an i5 with onboard graphics - which is the standard office computer these days. The largest frame rate issues will probably come from creature animations and FX and the resource intensity behind number of units on the screen. I expect PE to perform better than Shadowrun, and I imagine that a Core2Duo with some form of video card from the last 6 years should be able to run it fairly well. Unity itself is not very resource efficient and SRR has some horrible lag during the loading of certain assets from the HDD, and even basic animations / FX do lag the game (where my FPS would drop from 120+ to 80-100 or something). The use of huge 2D pre-rendered backgrounds only adds a higher memory footprint. Josh said that PE ran fine on a tablet as well. When I got a GeForce 2 MX-200 and switched to OpenGL, BG2 did not lag. When BG2 came out however it struggled during mage duels on my Celeron 500, but I'm pretty sure that was largely due to the fact that I had an onboard 2MB Intel graphics card. I had a Celeron 500, but my cousins ran BG1 on a Pentium 1 just fine. I got BG1 almost right after it came out in my country which was either Dec 98 or Jan 99. So until PC developers re-learn to use low level programming, the current generation consoles which are pretty much a PC will still be capable of more performance than a comparable PC. It's because programmers have direct hardware access which was pretty much absent from PC for the past decades. Why are previous generation consoles still so powerful even today? If you'd build a similar PC to them you could never run anything looking and running like an Xbox 360 or PS3 game does. Things are begining to change, though, with the introduction of things like AMD Mantle, nVidia's OpenGL extensions or DirectX 12 wich all aim to reduce API and driver overhead, plus new GPU architectures allow direct memory access and other low level stuff. I think even Baldur's Gate uses some assembly code to make some calculations faster, while today programmers use many layers of APIs to not have to deal with low level coding. ![]() I think a lot has to do with how their engines are programmed nowadays. Regarding hardware requirements of modern games. Installing to SSD also can reduce stuttering if a game engine heavily uses streaming data from the disk.
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