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Datum registracije: Jan 2004
Lokacija: Rijeka
Postovi: 2,458
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Neverwinter nights 2 FAQ
Evo malo informacija o nadolazecem hitu. Kao prvo oni koji nisu upoznati sa ovim naslovom sve relevantne informacije kao i nekoliko intervjua sa developerima, objavljene screenshote i sl. mogu naci na ovom linku: http://www.gamespot.com/pc/rpg/never...ts2/index.html Kao sta je poznato ovu igru razvija Obsidian entertament poznat po izuzetnom RPG-u KOTOR 2 koji je napravljen u suradnji sa Biowareom kao nastavak Biowareovog velikog hita SW:KOTOR te Lucas Artsa. Slicna je stvar i ovdje. Bioware je napravio Neverwinter nights a izradu nastavka u potpunosti prepustio Obsidianu. Legendarni Bioware ( http://www.bioware.com/games/ ) je sve svoje resurse ulozio u izradu Dragons Age-a (http://dragonage.bioware.com/), a upravo je u fazi zaposljavanja novih djelatnika te predprodukciji zasad neimenovanog MMORPG-a. Krenimo od hardwareskih zahtjeva. Obsidian je krenuo u izradu ove igre na Aurora enginu koristenom za orginalni Neverwinter nights, no na koncu su odustali od optimizacija i implementirali posve novi Electron engin. Nadamo se da nece biti problematican i neoptimiziran kao onaj koristen u KOTOR-u2. Zahtjevi: Min:1000MHz procesor,256MB Recomended:P4(or equal procesor),512MB -Igra se ne moze pokrenuti na navedenim grafickim karticama: Quote: Radeon 7000 & Radeon VE GeForce 4 MX 4000 GeForce 256 GeForce 2 MX Radeon 7200 & ATi Radeon GeForce 2 GTS GeForce 2 Pro GeForce 2 Ti GeForce 2 Ultra GeForce 4 MX 420 Radeon 7500 GeForce 4 MX 440 -Igra se moze pokrenuti no zbog nepodrske za PS2.0 te male snage biti ce neigriva na: Radeon 9100 IGP (integrated graphics) Intel GMA 900 Integrated graphics (ironically, supports shader 2.0) Volari V3 Radeon 9250 GeForce 3 Radeon 9000 Radeon 9200 Matrox Parahelia 128 GeForce 3 Ti 200 Radeon 8500 & Radeon 9000pro Radeon 9100 Radeon 9100pro GeForce 3 Ti 500 GeForce 4 Ti -Min. i Preporucene graficke kartice (sa min. 128MB): GeForce FX 5600 GeForce FX 5600 Ultra GeForce FX 5600SE GeForce FX 5600XT GeForce FX 5700 GeForce FX 5700VE GeForce FX 5700 Ultra GeForce FX 5700LE GeForce FX 5800 GeForce FX 5800 Ultra GeForce FX 5900 GeForce FX 5900 Ultra GeForce FX 5900XT GeForce FX 5900ZT GeForce FX 5950 Ultra GeForce PCX 5300 GeForce PCX 5750 GeForce PCX 5900 GeForce 6600 GT GeForce 6600 LE GeForce 6600 GeForce 6800 GeForce 6800 GT GeForce 6800 LE GeForce 6800 Ultra GeForce 7800 GTX Radeon X1900 Radeon X1800 Radeon X1600 Radeon X1300 Radeon X850 Radeon X800 Radeon X700 Radeon X600 Radeon X550 Radeon X300 Radeon 9800 Radeon 9550 Radeon 9500 Obsidian preporuca: "6600 and above"... Izdvojeno: -Puna podrska za SLI i Crossfire -podrska za 64bitne procesore, -neradi sa WinXP 64-bit verzijom! -radena za dvojezgrene procesore i znati ce iskoristiti njihov potencijal -Podrska za PS3.0 model Koju graficku kupiti: Pixel Shader 2 vs. Pixel Shader 3 Or, why should I spend extra money for a Pixel Shader 3 over a Pixel Shader 2 card? disclaimer: credit to Vole for the info, I've just translated what I've read into what looks like it will have an effect on our game. You will not miss out on very many graphics options with a pixel shader 2 card unless Obsidian has implemented something I'm not aware of, but here's a short list that will be affected by what you have for a pixel shader: better water: 3.0 draws water much better than 2.0. quicker rendering: 3.0 skips doing complex rendering on irrelevant pixels you can't see. The performance increase is not to signifigant, but it is still there. better antialiasing: 3.0 supports shader anti-aliasing. You'll still (obviously) have antialiasing with 2.0 but 3.0 extends the functionality into the shader itself. DirectX Instancing API: 3.0 also allows instancing, which Obsidian may or may not take advantage of. Basically, this will mean loading up a whole bunch of objects will be less of a drain on the CPU. For instance, taking speedtree for an example - if you had a huge forest each with a slightly different tree it would take a lot of CPU power to store and load these objects, obviously. But instancing means you can have one base tree, with different variations; rather than loading up four hundred unique objects, you would only load 1 unique tree, and four hundred different sets of data that just describe the variations - tint, height, scale, branch length. Because a lot of the customizabillity for objects will come from tinting and scaling, this could be a signifigant advantage for areas that have many placeables, trees. If implemented by Obsidian. 3.0 would also improve the speed of rendering lights, and have a small effect (if Obsidian takes advantage of it) on fog quality, specular maps, and textures. How much I'm not really fit to say - graphics aren't my bag Koliko video memorije? 128 vs. 256 vs. 512 128 mb will be the minimum required memory size for the graphics card; however:To get the full eye candy, you will likely need 256 meg. However, that's going to require a rather potent chipset as well (i.e. 7800/R520 type of chip) So if you're going for full graphics, pick up at least a 256. You probably will not need more than that unless NWN2 is using some kind of a indexing scheme like fear does. Perfomanse na preporucenim grafickim karticama: Brian D. Lawson-Graphics Programmer: Yeah, but for a game that is pixel processing heavy, 8 vs. 4 pixel pipes is twice the throughput. I'd say that's pretty significant. FAQ o enginu: http://www.nwn2news.net/modules/smar...p?categoryid=3 FAQ o igri: http://www.nwn2news.net/modules/smar...p?categoryid=3 NwN2 forum: http://nwn2forums.bioware.com/forums/ |
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