Originally posted by Dunepilot
Macbandit is completely correct - the software is a dog at this stage.
There's no point arguing about G4s etc - a game of this complexity (which isn't that much higher than the previous gen) should be able to pull a much higher framerate on today's CPUs and GPUs. I'm pretty convinced it's due to a lazy port to OpenGL.
Originally posted by whooley
That's funny, I'm convinced it's due to current Macs having pitiful memory throughput, meaning neither CPUs or graphics card can be fully taxed. Plus, bear in mind, in OSX a game can't grab all the CPU cycles, like it could on OS9 - though a similar feature to this was requested recently by Glenda Adams. Bring on the 970!
This game is far more complex than previous gen games like UT or QuakeIII, the polygon complexity has risen, the lighting effects, transparencies.. foliage in the outdoor levels. I don't know how people can expect all this extra candy without an FPS hit.........................
"IMO"
Mike.
Originally posted by RC23
Just curious, if anyone knows. When the heck can i post a topic?
Originally posted by MacBandit
Well on a Mac if the game or program is written correctly the video card very rarely has to gather any data from the cpu except for coordinates and vector calculations. So that effectively illiminates the bottleneck which is the FSB since the system bus can pump all that dat you want throug from the hard drive to the ram to the video card as fast as the DDR ram can move it.
Originally posted by whooley
But in a previous post, you asked why the CPUs aren't being saturated, whereas now you seem to be suggesting the CPUs wouldn't be used much at all. I'm not sure I follow you.
I'm not trying to be a smart-ass, but where do you think the inefficiency lies? The data is being thrown from the RAM to the GPU, and misses?? 🙂
Mike.