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isgoed said:
I think the idea is that you buy the PC version and download the mac binaries. So you can buy the PC version anyway (even before the mac version is out)

Do you think that id will have binaries before they release the Mac version. That would be really sweet if they did, but Todd Hollenshead didn't say anything about that in his last .plan. :(
 
A Mac Gamer said:
Do you think that id will have binaries before they release the Mac version. That would be really sweet if they did, but Todd Hollenshead didn't say anything about that in his last .plan. :(
something tells me that we wont see the binary thing happen this time. they want D3 to be AS polished as the windows version, and that dosnt include buying the pc version and having to download binaries. :rolleyes: if you would though, could you explain how this would work? i was still on PC's when quake 3 came out, so i didn't have to do the binary thing last time.
thanks,
Nick
 
it's fast as long as you stick with 4 GiB processes

Trekkie said:
Just a point of order here, but just because you could put 64GB of RAM in an server or desktop doesn't mean it was supported efficiently. 4GB was still a barrier.

To cross 4GB a few different emplementations exist that are reminiscent of crossing the 640KB 'barrier' of days of old. The big one being PAE. PAE 'pages' memory in and out above 4GB in 4MB pages (instead of 4K pages above 1024MB) and is very processor intensive and causes all sorts of latency doing this.

I believe that you are confusing PAE (Physical Address Extension) with PSE (Page Size Extensions) and AWE (Addressing Window Extensions).

You are right in that remapping addresses to give the process more than 4 GiB of memory is expensive.

We're not talking about that - we're not talking about giving the process more than 4 GiB.

We're letting the system manage more than 4 GiB of total RAM, but only giving a max of 4 GiB to processes.

This is not inefficient, since the operating system handles pages via page numbers, not addresses. Since the page is 4KiB in size, a 32-bit page number can describe far more than 4 GiB.

There is no appreciable performance loss to running large memory Windows or Linux systems using PAE. The hit comes if you use PSE and/or AWE to force remapping in order to "cheat" and use more than 4 GiB in a single application.


Trekkie said:
No program is going to 'depend on' 64-bit integers other than someone doing some crazy math. This is actually a draw back to a pure 64-bit implementation is now you have 'program bloat' in that to store the number '2' in memory you now need 2x as much RAM as you did before because the space set aside is now a 64 bit int instead of a 32 bit int. That's why the memory extension technology in the G5/Opteron/Intel Xeon is so beneficial is that you can still use 32 bit integers and not have to go full bore 64-bit.

The real issue here doesn't have much to do with the extension technology. There are two main programming models for 64-bit systems - ILP64 and LP64.

In the first, the "c" datatypes "int", "long" and "pointer" are 64-bits. In the second, "ints" remain 32-bits while "longs" and "pointers" become 64-bits.

ILP64 has the advantage that casting an "int" to a "pointer" (or vice versa) doesn't cause problems - but it has the disadvantage of using 64-bits for a default integer.

As long as the chip supports both 32-bit and 64-bit integers, it's an OS design choice whether to use ILP64 or LP64. Most choose LP64.

"Tiger supports the industry standard LP64 programming model supported by other 64-bit Unix systems. This means developers can easily port 64-bit code to Tiger. LP64 support in Tiger provides for 64-bit pointer, long, and long long but preserves 32-bit integer data types."

http://www.apple.com/macosx/tiger/64bit.html


As far as the "crazy math" comment, note that all of your machines have 64-bit or larger filesystems (if you can have files bigger than 4 GiB, you need 64-bit filesystem data).

The system has to use 64-bit integer arithmetic to work with files - but fortunately this does not fall into the "performance critical" arena. There's so much else going on with file access that a couple of extra "add" instructions aren't important.
 
This thread is exactly why I build a new PC about every 2 years and usualy upgrade the vid card every year. Work pays for my Macs and I love them. However I spend 8 hours a day supporting Mac Server and Client and by the time I get home I've had enough! So... I spend most of my time at home on my PC running Linux (FC2). BUT when I want to play a game i boot into XP Pro and I can play them when they come out and to be quite honest, on the platform they were really tweaked and developed for.

Don't get men wrong, I love Mac and I do use it at home (heh, mostly on the weekends). I also love gaming though and if I have to boot into Windows to play a game I will. I feel sorry for the really hardcore Mac users that most likely will never see HL2 :(. MY windows instal has games and firefox and THAT'S it! Other than that it's in Linux all the time.
 
AidenShaw said:
I believe that you are confusing PAE (Physical Address Extension) with PSE (Page Size Extensions) and AWE (Addressing Window Extensions).

You are right in that remapping addresses to give the process more than 4 GiB of memory is expensive.

We're not talking about that - we're not talking about giving the process more than 4 GiB.

We're letting the system manage more than 4 GiB of total RAM, but only giving a max of 4 GiB to processes.

This is not inefficient, since the operating system handles pages via page numbers, not addresses. Since the page is 4KiB in size, a 32-bit page number can describe far more than 4 GiB.

There is no appreciable performance loss to running large memory Windows or Linux systems using PAE. The hit comes if you use PSE and/or AWE to force remapping in order to "cheat" and use more than 4 GiB in a single application.




The real issue here doesn't have much to do with the extension technology. There are two main programming models for 64-bit systems - ILP64 and LP64.

In the first, the "c" datatypes "int", "long" and "pointer" are 64-bits. In the second, "ints" remain 32-bits while "longs" and "pointers" become 64-bits.

ILP64 has the advantage that casting an "int" to a "pointer" (or vice versa) doesn't cause problems - but it has the disadvantage of using 64-bits for a default integer.

As long as the chip supports both 32-bit and 64-bit integers, it's an OS design choice whether to use ILP64 or LP64. Most choose LP64.

"Tiger supports the industry standard LP64 programming model supported by other 64-bit Unix systems. This means developers can easily port 64-bit code to Tiger. LP64 support in Tiger provides for 64-bit pointer, long, and long long but preserves 32-bit integer data types."

http://www.apple.com/macosx/tiger/64bit.html


As far as the "crazy math" comment, note that all of your machines have 64-bit or larger filesystems (if you can have files bigger than 4 GiB, you need 64-bit filesystem data).

The system has to use 64-bit integer arithmetic to work with files - but fortunately this does not fall into the "performance critical" arena. There's so much else going on with file access that a couple of extra "add" instructions aren't important.
ho-ly-crap where did you learn all of that? what is your degree in? :D
 
zakee00 said:
something tells me that we wont see the binary thing happen this time. they want D3 to be AS polished as the windows version, and that dosnt include buying the pc version and having to download binaries. :rolleyes: if you would though, could you explain how this would work? i was still on PC's when quake 3 came out, so i didn't have to do the binary thing last time.
thanks,
Nick
Most of the actual program files for Quake3 (and Quake1 and 2) are largly the same for every version that is available. This is also why companies like Blizzard release hybrid games because they only have to change a few key files for the program to be cross-platform. The binary switch works by downloading the newest point release (or patch) of the game you want to "port". Then, you simply copy the files necessary to run the game from your Windows install onto your Mac (or Linux) machine. Delete any useless files (.exe and so on) and fire up the binary from the patch that you just installed on your machine. Instant Mac version. I'm not sure of the legality of doing this, so consult your EULA before attempting. Although I don't see how this could be wrong, ID used to include instructions for getting the Linux version of Quake 3 to work on Windows, and even included links to the necessary files.
 
zakee00 said:
ho-ly-crap where did you learn all of that? what is your degree in? :D

Undergraduate double in Physics and Math. Masters in Computer Science.

More than 25 years in the business, in software, mostly for hardware vendors (Digital/Compaq/HP, now at a software house).

Spent a lot of time working on the Alpha 64-bit rollout and 64-bit NT on Alpha.

I've been on both sides - trying to hype 64-bits to people who didn't need more than 128MiB in their systems. Using PSE and AWE to get Oracle to run with a 20 GiB data cache on a 32-bit OS and showing people what a great advantage it was.

Bottom line - if you don't have more than 4 GiB of RAM in your system, you almost certainly don't need 64 bits.

If you have several apps that need a few gig, you need a 32-bit system that supports more than 4 GiB of RAM (like OS X on a G5, or Windows 32-bit server or Linux 32-bit (both support up to 64 GiB of RAM on a 32-bit system)).

It's only when you have more than 4 GiB and you need to give more than 4 GiB to an individual application that you need 64-bits....
 
blueBomber said:
Most of the actual program files for Quake3 (and Quake1 and 2) are largly the same for every version that is available. This is also why companies like Blizzard release hybrid games because they only have to change a few key files for the program to be cross-platform. The binary switch works by downloading the newest point release (or patch) of the game you want to "port". Then, you simply copy the files necessary to run the game from your Windows install onto your Mac (or Linux) machine. Delete any useless files (.exe and so on) and fire up the binary from the patch that you just installed on your machine. Instant Mac version. I'm not sure of the legality of doing this, so consult your EULA before attempting. Although I don't see how this could be wrong, ID used to include instructions for getting the Linux version of Quake 3 to work on Windows, and even included links to the necessary files.
While it's true that most games have included map, texture, sound, etc. files that work on all platforms, porting a game is much more complicated than that. The code for the game uses a lot of platform-dependent calls to open new windows, get joystick input, etc. and has to be manually ported to the Mac. This can take a lot of time and a lot of money, even if, in the end, the game install CDs have 99% of the same data.
 
hm...so basicly they just take the source code from the windows exe, turn it into a .app file, and optimize the code for PPC? then all of the textures, shaders, maps stay the same cuz d3 is opengl....neat. i guess its harder when the game engine uses directx. i hope that i can just get the windows version and download the mac .app...mac games are expensive, and you have to buy them from special stores. d3 for windows will be EVERYWHERE..lol ill just go to walmart and buy it.
 
mmmdreg said:
I didn't search but what would be the *minimum* to run the game on a mac or PC?
no one knows for mac, but pc is as follows:
System Requirements:
Microsoft Windows 2000/XP; Pentium IV 1.5 GHz or AMD Athlon 1.7 GHz XP processor or higher; 384MB RAM; 8x Speed CD-ROM drive (1200KB/sec sustained transfer rate) and latest drivers; 1.7GB of uncompressed free hard disk space (plus 400MB for Windows swap file); 100% DirectXR 9.0b compatible 16-bit sound card and latest drivers; 100% Windows 2000/XP compatible mouse, keyboard and latest drivers; 3D hardware Accelerator Card Required - 100% DirectXR 9.0b compatible 64MB Hardware Accelerated video card and the latest drivers.

Multiplayer Requirements:
Internet (TCP/IP) and LAN (TCP/IP) play supported; Internet play requires broadband connection and latest drivers; LAN play requires network interface card and latest drivers
found them on ebgames.com. im guessing that these are recommended, not required. aka, if u have this system you can run the game pretty good on med. settings or so. one thing i thought was cool was the broadband only thing, wansn't expecting that. good i guess. another thing: wasnt this game supposed to be opengl? whats up with 100% directXR 9.0b video card and sound card? any ideas? my guess is that it uses opengl, but it just says directx(r?) to make sure you have the shaders on ur vid. card. im confused. :confused:
 
pozytron said:
While it's true that most games have included map, texture, sound, etc. files that work on all platforms, porting a game is much more complicated than that. The code for the game uses a lot of platform-dependent calls to open new windows, get joystick input, etc. and has to be manually ported to the Mac. This can take a lot of time and a lot of money, even if, in the end, the game install CDs have 99% of the same data.
no kidding, that's why this trick only works on games powered by the Quake 3 engine. Read my post again.
ps, nice sig.
fan of the classic DOTD or the new "28 Dawn Later"?
 
zakee00 said:
...whats up with 100% directXR 9.0b video card and sound card? any ideas? my guess is that it uses opengl, but it just says directx(r?) to make sure you have the shaders on ur vid. card. im confused. :confused:
That would be my guess. Since people are much more aware of what version of DirectX their card supports than what version of OpenGL, it's probably just easier to say the DX specs.
 
DooM3 OSX can still be a long wait.

http://pc.ign.com/articles/532/532505p1.html?fromint=1
IGN said:
Todd: We've got the demo to wrap up and the programmers are working on getting the dedicated server wrapped up so once those two things are done we'll start focusing on getting the Mac stuff done so we actually have a pretty full slate. After the announcement everybody kinda took the next day a little easier, but for me the activity level has actually picked up here recently. Out of the frying pan and into the fire.

IGNPC: When do you think we're actually going to be seeing that demo?

Todd: It's hard to say. There's a few things we have to get working on. We're still in the process of determining exactly what the content's going to be. The hope is that we'll get it out pretty soon, but it won't be before the full game is out on store shelves here in the US.
http://www.gamespot.com/pc/action/doom3/preview_6103236.html
GameSpot said:
GS: Todd, you were quoted in Chris Morris' CNN/Money column as saying that Doom 3 might not come out this year for the Xbox.

TH: I said I couldn't guarantee it, but I didn't rule it out.

Based on this I guess it is at least a 3 month wait before DooM3 OSX comes out (so that will be october). Next thing will be that virtual PC is even released before DooM3, so you will be playing it in emulated mode before native mode.
 
I can't even play the new games anyway. I am still stuck with a bondi blue rev B iMac. However, I am glad to see these games coming out for the Mac.........That is very important!
 
I think John Carmack once posted in his .plan about how he hates Directx. John is old school, and loves opengl, Doom 3 is all opengl, no directx, im almost 100% sure.
 
A Mac Gamer said:
I think John Carmack once posted in his .plan about how he hates Directx. John is old school, and loves opengl, Doom 3 is all opengl, no directx, im almost 100% sure.
More than hates, he is completly AGAINST it. He feels that openGL is much more robust and compatible than DX, which is half right. DX has surpassed openGL for gaming purposes for speed, features, and ease of use. Of course even Carmack can't escape the ease of using the other DirectX technologies like DirectInput and DirectSound.
 
blueBomber said:
no kidding, that's why this trick only works on games powered by the Quake 3 engine. Read my post again.
ps, nice sig.
fan of the classic DOTD or the new "28 Dawn Later"?
Well, I've never heard of "28 Dawn Later" ;) but I did like both the original Dawn and the remake. They each have their own merits. The original had very cheesy makeup effects, but still is a great movie in its own right. The remake actually was quite good too. I love the special effects in the remake, they are so awesome! I actually have not seen all of 28 Days Later, but I'm sure (based on what I have seen) that Dawn of the Dead is better :)
 
Hidden Advantage of GeForce

This is something I stumbled across when reading about the introduction of the ATi Rage 128. Most reviewers said it had very decent 32 bit performance- though 16-bit performance is lacking. Compared to other chips of the day, the Rage 128 had little more than half the performance at 16-bit color levels.

How is this relevant now? Well, ATi Radeons still seem to have this deficit- 16 bit and 32 bit performance is roughly identical. But GeForce's don't. My rev. A Powerbook 12" barely plays Halo at 32 bit XGA- regardless of the graphics settings, but it does perfectly fine at 16-bit on all but larger scenes with a lot of motion. I can even turn particles on and medium textures!

That's the key folks: if you want decent performance out of your somewhat older machine with a GeForce, turn color down to "thousands" instead of "millions." I don't notice a quality difference, but the difference in speed is astounding. It may help people bordering on the low end of the requirement scale.

Of course, this only helps if your system is graphics card limited- meaning any system running an MX processor of any sort, and most likely any system running a 5200.
 
I got a couple of eMacs (1GHz, 1.25GHz) and a 2.8GHz P4 laptop.. but they both have like the same/similar graphics card :S which is only 32 meg so.. yeah.. tho the PC runs games better than the Macs I think..
 
blueBomber said:
That would be my guess. Since people are much more aware of what version of DirectX their card supports than what version of OpenGL, it's probably just easier to say the DX specs.
yeah, thats what i was trying to say :) so, what version of opengl does doom iii need anyway? 1.5?
 
So the only Mac that Doom will be able to be played on is the G5...no laptops.that really sucks, although I'm not surprised :mad:
 
Since you posted a link to a Slashdotted server, I'll help out.

A Mac "gamer" asked about the port to OS X. Apparently there is no current time for the release of a port. The game runs, but there is a lot of optimization, and currently they feel the Mac platform can not yet offer the same experience as the PC. Activision will not publish the Mac version of Doom 3. There is no publisher set currently.
 
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